public static BuildPlayer ( BuildPlayerOptions buildPlayerOptions ) : string | ||
buildPlayerOptions | BuildPlayerOptions | Provide various options to control the behavior of BuildPipeline.BuildPlayer. |
Результат | string |
public static void MakeWin32TestingBuild() { Setup(); SetScriptingBackend(ScriptingImplementation.Mono2x, BuildTarget.StandaloneWindows, BuildTargetGroup.Standalone); #if UNITY_2018_1_OR_NEWER PlayerSettings.fullScreenMode = FullScreenMode.Windowed; #else PlayerSettings.defaultIsFullScreen = false; #endif PlayerSettings.defaultScreenHeight = 768; PlayerSettings.defaultScreenWidth = 1024; PlayerSettings.runInBackground = true; #if !UNITY_2019_2_OR_NEWER #pragma warning disable 0618 PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Disabled; #pragma warning restore 0618 #endif PlayerSettings.resizableWindow = true; string win32Path = Path.Combine(GetBuildPath(), "Win32test.exe"); MkDir(GetBuildPath()); BuildPipeline.BuildPlayer(TestScenes, win32Path, BuildTarget.StandaloneWindows, BuildOptions.None); if (!File.Exists(win32Path)) { throw new PlayFabException(PlayFabExceptionCode.BuildError, "Target file did not build: " + win32Path); } }
public static void MakeAndroidBuild() { Setup(); SetScriptingBackend(ScriptingImplementation.Mono2x, BuildTarget.Android, BuildTargetGroup.Android); // Ideal setting for Android SetIdentifier(BuildTargetGroup.Android, TestPackageName); var androidPackage = Path.Combine(GetBuildPath(), "PlayFabAndroid.apk"); MkDir(GetBuildPath()); BuildPipeline.BuildPlayer(TestScenes, androidPackage, BuildTarget.Android, BuildOptions.None); if (!File.Exists(androidPackage)) { throw new PlayFabException(PlayFabExceptionCode.BuildError, "Target file did not build: " + androidPackage); } }
public static void MakeXboxOneBuild() { Setup(); SetScriptingBackend(ScriptingImplementation.IL2CPP, BuildTarget.XboxOne, BuildTargetGroup.XboxOne); //SetScriptingBackend( ScriptingImplementation.Mono2x, BuildTarget.XboxOne, BuildTargetGroup.XboxOne ); SetIdentifier(BuildTargetGroup.XboxOne, TestPackageName); var xboxOnePath = Path.Combine(GetBuildPath(), "PlayFabXboxOne"); MkDir(GetBuildPath()); MkDir(xboxOnePath); BuildPipeline.BuildPlayer(TestScenes, xboxOnePath, BuildTarget.XboxOne, BuildOptions.None); if (Directory.GetFileSystemEntries(xboxOnePath).Length == 0) { throw new PlayFabException(PlayFabExceptionCode.BuildError, "Target directory is empty: " + xboxOnePath + ", " + string.Join(",", Directory.GetFiles(xboxOnePath))); } }
public static void MakeSwitchBuild() { Setup(); SetScriptingBackend(ScriptingImplementation.IL2CPP, BuildTarget.Switch, BuildTargetGroup.Switch); SetIdentifier(BuildTargetGroup.Switch, "PlayFabSwitchTest"); PlayerSettings.SplashScreen.show = false; EditorUserBuildSettings.switchCreateRomFile = true; var switchPackage = Path.Combine(GetBuildPath(), "PlayFabSwitch.nsp"); MkDir(GetBuildPath()); BuildPipeline.BuildPlayer(TestScenes, switchPackage, BuildTarget.Switch, BuildOptions.None); if (!File.Exists(switchPackage)) { throw new PlayFabException(PlayFabExceptionCode.BuildError, "Target file did not build: " + switchPackage); } }
public static void MakeOsxBuild() { Setup(); //SetScriptingBackend(ScriptingImplementation.IL2CPP, OsxBuildTarget, BuildTargetGroup.Standalone); // IL2CPP can only be built on Mac. SetScriptingBackend(ScriptingImplementation.Mono2x, OsxBuildTarget, BuildTargetGroup.Standalone); SetIdentifier(AppleBuildTargetGroup, TestPackageName); var osxAppName = "PlayFabOSX"; var osxPath = Path.Combine(GetBuildPath(), osxAppName); MkDir(GetBuildPath()); MkDir(osxPath); BuildPipeline.BuildPlayer(TestScenes, Path.Combine(osxPath, osxAppName), OsxBuildTarget, BuildOptions.None); if (Directory.GetFileSystemEntries(osxPath).Length == 0) { throw new PlayFabException(PlayFabExceptionCode.BuildError, "Target directory is empty: " + osxPath + ", " + string.Join(",", Directory.GetFiles(osxPath))); } }
public static void MakeIPhoneBuild() { Setup(); #if UNITY_2018_1_OR_NEWER SetScriptingBackend(ScriptingImplementation.IL2CPP, AppleBuildTarget, AppleBuildTargetGroup); // Ideally we should be testing both at some point, but ... #else SetScriptingBackend(ScriptingImplementation.Mono2x, AppleBuildTarget, AppleBuildTargetGroup); // Mono2x is traditionally the one with issues, and it's a lot faster to build/test #endif SetIdentifier(AppleBuildTargetGroup, TestPackageName); var iosPath = Path.Combine(GetBuildPath(), "PlayFabIOS"); MkDir(GetBuildPath()); MkDir(iosPath); BuildPipeline.BuildPlayer(TestScenes, iosPath, AppleBuildTarget, BuildOptions.None); if (Directory.GetFiles(iosPath).Length == 0) { throw new PlayFabException(PlayFabExceptionCode.BuildError, "Target directory is empty: " + iosPath + ", " + string.Join(",", Directory.GetFiles(iosPath))); } }
public static void MakePS4Build() { Setup(); SetScriptingBackend(ScriptingImplementation.IL2CPP, BuildTarget.PS4, BuildTargetGroup.PS4); SetIdentifier(BuildTargetGroup.PS4, TestPackageName); #if UNITY_5_6_OR_NEWER PlayerSettings.SplashScreen.show = false; #endif PlayerSettings.PS4.parentalLevel = 0; var ps4Path = Path.Combine(GetBuildPath(), "PlayFabPS4"); MkDir(GetBuildPath()); MkDir(ps4Path); BuildPipeline.BuildPlayer(TestScenes, ps4Path, BuildTarget.PS4, BuildOptions.None); if (Directory.GetFiles(ps4Path).Length == 0) { throw new PlayFabException(PlayFabExceptionCode.BuildError, "Target directory is empty: " + ps4Path + ", " + string.Join(",", Directory.GetFiles(ps4Path))); } }
public static void MakePS4Build() { Setup(); PlayerSettings.PS4.enableApplicationExit = true; // Only suitable for dev/test applications SetScriptingBackend(ScriptingImplementation.IL2CPP, BuildTarget.PS4, BuildTargetGroup.PS4); SetIdentifier(BuildTargetGroup.PS4, TestPackageName); #if UNITY_5_6_OR_NEWER PlayerSettings.SplashScreen.show = false; #endif PlayerSettings.PS4.parentalLevel = 0; var ps4Path = Path.Combine(GetBuildPath(), "PlayFabPS4"); MkDir(GetBuildPath()); MkDir(ps4Path); BuildPipeline.BuildPlayer(TestScenes, ps4Path, BuildTarget.PS4, BuildOptions.Development); // Development build is required for final test-result submission (bug) if (Directory.GetFiles(ps4Path).Length == 0) { throw new PlayFabException(PlayFabExceptionCode.BuildError, "Target directory is empty: " + ps4Path + ", " + string.Join(",", Directory.GetFiles(ps4Path))); } }
public static void MakeWp8Build() { Setup(); #if UNITY_2017_1_OR_NEWER EditorUserBuildSettings.wsaBuildAndRunDeployTarget = WSABuildAndRunDeployTarget.WindowsPhone; EditorUserBuildSettings.wsaSubtarget = WSASubtarget.AnyDevice; #if !UNITY_2019_1_OR_NEWER EditorUserBuildSettings.wsaGenerateReferenceProjects = true; #endif PlayerSettings.WSA.SetCapability(PlayerSettings.WSACapability.InternetClient, true); #elif UNITY_5_2 || UNITY_5_3_OR_NEWER EditorUserBuildSettings.wsaSDK = WSASDK.UniversalSDK81; #endif var wp8Path = Path.Combine(GetBuildPath(), "PlayFabWP8"); MkDir(GetBuildPath()); MkDir(wp8Path); BuildPipeline.BuildPlayer(TestScenes, wp8Path, WsaBuildTarget, BuildOptions.None); if (Directory.GetFiles(wp8Path).Length == 0) { throw new PlayFabException(PlayFabExceptionCode.BuildError, "Target directory is empty: " + wp8Path + ", " + string.Join(",", Directory.GetFiles(wp8Path))); } }
BuildPlayer(BuildPlayerSettings settings) { return(UBuildPipeline.BuildPlayer(settings.Levels, settings.OutputPath, settings.Target, settings.Options)); }