public void OverwriteWithCurrentBuildSettings() { scenes = EditorBuildSettings.scenes.Select(x => new BuildScene { scene = AssetDatabase.LoadAssetAtPath <SceneAsset>(x.path), path = x.path, guid = x.guid.ToString(), enabled = x.enabled, }) .ToArray(); activeBuildTarget = EditorUserBuildSettings.activeBuildTarget; activeScriptCompilationDefines = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup) .Split(';').ToList(); allowDebugging = EditorUserBuildSettings.allowDebugging; androidBuildSubtarget = EditorUserBuildSettings.androidBuildSubtarget; androidEtc2Fallback = EditorUserBuildSettings.androidETC2Fallback; buildAppBundle = EditorUserBuildSettings.buildAppBundle; buildScriptsOnly = EditorUserBuildSettings.buildScriptsOnly; compressFilesInPackage = EditorUserBuildSettings.compressFilesInPackage; compressWithPsArc = EditorUserBuildSettings.compressWithPsArc; connectProfiler = EditorUserBuildSettings.connectProfiler; development = EditorUserBuildSettings.development; enableHeadlessMode = EditorUserBuildSettings.enableHeadlessMode; explicitArrayBoundsChecks = EditorUserBuildSettings.explicitArrayBoundsChecks; explicitDivideByZeroChecks = EditorUserBuildSettings.explicitDivideByZeroChecks; explicitNullChecks = EditorUserBuildSettings.explicitNullChecks; exportAsGoogleAndroidProject = EditorUserBuildSettings.exportAsGoogleAndroidProject; forceInstallation = EditorUserBuildSettings.forceInstallation; installInBuildFolder = EditorUserBuildSettings.installInBuildFolder; iOsBuildConfigType = EditorUserBuildSettings.iOSBuildConfigType; movePackageToDiscOuterEdge = EditorUserBuildSettings.movePackageToDiscOuterEdge; needSubmissionMaterials = EditorUserBuildSettings.needSubmissionMaterials; ps4BuildSubtarget = EditorUserBuildSettings.ps4BuildSubtarget; ps4HardwareTarget = EditorUserBuildSettings.ps4HardwareTarget; selectedBuildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup; selectedStandaloneTarget = EditorUserBuildSettings.selectedStandaloneTarget; streamingInstallLaunchRange = EditorUserBuildSettings.streamingInstallLaunchRange; symlinkLibraries = EditorUserBuildSettings.symlinkLibraries; waitForPlayerConnection = EditorUserBuildSettings.waitForPlayerConnection; windowsDevicePortalAddress = EditorUserBuildSettings.windowsDevicePortalAddress; windowsDevicePortalPassword = EditorUserBuildSettings.windowsDevicePortalPassword; windowsDevicePortalUsername = EditorUserBuildSettings.windowsDevicePortalUsername; wsaBuildAndRunDeployTarget = EditorUserBuildSettings.wsaBuildAndRunDeployTarget; wsaSubtarget = EditorUserBuildSettings.wsaSubtarget; wsaUwpsdk = EditorUserBuildSettings.wsaUWPSDK; wsaUwpVisualStudioVersion = EditorUserBuildSettings.wsaUWPVisualStudioVersion; xboxBuildSubtarget = EditorUserBuildSettings.xboxBuildSubtarget; xboxOneDeployDrive = EditorUserBuildSettings.xboxOneDeployDrive; xboxOneDeployMethod = EditorUserBuildSettings.xboxOneDeployMethod; xboxOneRebootIfDeployFailsAndRetry = EditorUserBuildSettings.xboxOneRebootIfDeployFailsAndRetry; }
public void Setup() { oldXboxOneDeployMethod = EditorUserBuildSettings.xboxOneDeployMethod; oldXboxOneDeployDrive = EditorUserBuildSettings.xboxOneDeployDrive; oldXboxOneAdditionalDebugPorts = EditorUserBuildSettings.xboxOneAdditionalDebugPorts; EditorUserBuildSettings.xboxOneDeployMethod = XboxOneDeployMethod.Package; EditorUserBuildSettings.xboxOneDeployDrive = XboxOneDeployDrive.Default; // This causes the XboxOne post processing systems to open this port in your package manifest. // In addition it will open the ephemeral range for debug connections as well. // Failure to do this will cause connection problems. EditorUserBuildSettings.xboxOneAdditionalDebugPorts = "34999"; }