private void LoadScene() { Networking.SetPrimarySocket(socket); #if UNITY_4_6 || UNITY_4_7 Application.LoadLevel(sceneName); #else UnitySceneManager.LoadScene(sceneName); #endif }
private void Build() { string path = EditorUtility.SaveFolderPanel("Choose Build Location", "", ""); if (string.IsNullOrEmpty(path)) { Debug.LogError("Aborted because the path was not specified"); return; } string[] levels = new string[2]; for (int i = 0; i < EditorBuildSettings.scenes.Length; i++) { #if UNITY_4_6 || UNITY_4_7 if (EditorBuildSettings.scenes[i].path.Contains(EditorApplication.currentScene)) #else if (EditorBuildSettings.scenes[i].path.Contains(UnitySceneManager.GetCurrentEditorSceneName())) #endif { levels[0] = EditorBuildSettings.scenes[i].path; } else if (EditorBuildSettings.scenes[i].path.Contains(Target.sceneName)) { levels[1] = EditorBuildSettings.scenes[i].path; } } if (levels[0] == null || levels[1] == null) { Debug.LogError("Aborted because the current scene and the target scene were not in the build settings"); return; } path += "/Autobuild"; if (System.IO.Directory.Exists(path)) { System.IO.Directory.Delete(path, true); } System.IO.Directory.CreateDirectory(path); BuildTarget target = BuildTarget.StandaloneWindows; string extension = ".exe"; if (platform == Platform.Mac) { target = BuildTarget.StandaloneOSXIntel; extension = ".app"; } else if (platform == Platform.Linux) { target = BuildTarget.StandaloneLinux; extension = ".so"; } Target.executePath = path + "/autobuild" + extension; ResolutionDialogSetting resolutionDialog = PlayerSettings.displayResolutionDialog; PlayerSettings.runInBackground = true; PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Disabled; BuildPipeline.BuildPlayer(levels, Target.executePath, target, BuildOptions.None); PlayerSettings.displayResolutionDialog = resolutionDialog; EditorApplication.isPlaying = true; }