internal void BuildPlayer() { PathUtil.EnsureDirectoryExists(PlayerBuildDirectory); PathUtil.EnsureDirectoryExists(PlayerBuildScratchDirectory); var scenes = PlayerBuildEvents.GetScenes(WorkerType); var tempExecutablePath = Path.Combine(PackagePath, ExecutableName); var playerOptions = new BuildPlayerOptions { target = BuildTarget, locationPathName = tempExecutablePath, options = options, scenes = scenes }; var buildErrorMessage = BuildPipeline.BuildPlayer(playerOptions); #if UNITY_2018_1_OR_NEWER if (buildErrorMessage.summary.result != BuildResult.Succeeded) { throw new ApplicationException(string.Format("Failed to build player {0} due to {1} errors", BuildConfigComment, buildErrorMessage.summary.totalErrors)); } #else if (!string.IsNullOrEmpty(buildErrorMessage)) { throw new ApplicationException(string.Format("Failed to build player {0} due to {1}", BuildConfigComment, buildErrorMessage)); } #endif Debug.LogFormat("Built player {0} into {1}", BuildConfigComment, PackagePath); }
internal void BuildPlayer() { PathUtil.EnsureDirectoryExists(PlayerBuildDirectory); PathUtil.EnsureDirectoryExists(PlayerBuildScratchDirectory); var scenes = PlayerBuildEvents.GetScenes(WorkerType); var tempExecutablePath = Path.Combine(PackagePath, ExecutableName); var playerOptions = new BuildPlayerOptions { target = BuildTarget, locationPathName = tempExecutablePath, options = options, scenes = scenes }; var buildErrorMessage = BuildPipeline.BuildPlayer(playerOptions); if (!string.IsNullOrEmpty(buildErrorMessage)) { throw new ApplicationException(string.Format("Failed to build player {0} due to {1}", BuildConfigComment, buildErrorMessage)); } Debug.LogFormat("Built player {0} into {1}", BuildConfigComment, PackagePath); }