// ============================================================================================== public static void DoBuild(BuildConfig pBuildConfig, string strAbsolute_BuildOutputFolderPath, string strFileName, BuildTarget eBuildTarget) { Process_PreBuild(pBuildConfig, strAbsolute_BuildOutputFolderPath, strFileName, eBuildTarget, out var eBuildTargetGroup, out var strBuildPath); BuildPlayerOptions sBuildPlayerOptions = Generate_BuildPlayerOption(pBuildConfig, eBuildTarget, strBuildPath); PlayerSetting_Backup pEditorSetting_Backup = SettingToBuildConfig_EditorSetting(pBuildConfig, eBuildTargetGroup); Debug.LogFormat(const_strPrefix_ForDebugLog + " Before Build DefineSymbol TargetGroup : {0}\n" + "Origin Symbol : {1}\n " + "Config : {2} \n" + "Current : {3} \n" + "strBuildPath : {4}", eBuildTargetGroup, pEditorSetting_Backup.strDefineSymbol, pBuildConfig.strDefineSymbol, PlayerSettings.GetScriptingDefineSymbolsForGroup(eBuildTargetGroup), strBuildPath); try { BuildReport pReport = BuildPipeline.BuildPlayer(sBuildPlayerOptions); PrintLog(strBuildPath, pReport, pReport.summary); } catch (Exception e) { Debug.Log(const_strPrefix_ForDebugLog + " Error - " + e); } pEditorSetting_Backup.Back_To_Origin(); Process_PostBuild(pBuildConfig, eBuildTarget); Debug.LogFormat(const_strPrefix_ForDebugLog + " After Build DefineSymbol Current {0}", PlayerSettings.GetScriptingDefineSymbolsForGroup(eBuildTargetGroup)); }
public static void DoBuild(BuildConfig pBuildConfig, string strAbsolute_BuildOutputFolderPath, string strFileName, BuildTarget eBuildTarget) { g_pLastConfig = pBuildConfig; Process_PreBuild(pBuildConfig, strAbsolute_BuildOutputFolderPath, strFileName, eBuildTarget, out var eBuildTargetGroup, out var strBuildPath); BuildPlayerOptions sBuildPlayerOptions = Generate_BuildPlayerOption(pBuildConfig, eBuildTarget, strBuildPath); PlayerSetting_Backup pEditorSetting_Backup = SettingBuildConfig_To_EditorSetting(pBuildConfig, eBuildTargetGroup); Debug.LogFormat(const_strPrefix_ForDebugLog + " Before Build DefineSymbol TargetGroup : {0}\n" + "Origin Symbol : {1}\n " + "Config : {2} \n" + "Current : {3} \n" + "strBuildPath : {4}", eBuildTargetGroup, pEditorSetting_Backup.strDefineSymbol, pBuildConfig.strDefineSymbol, PlayerSettings.GetScriptingDefineSymbolsForGroup(eBuildTargetGroup), strBuildPath); try { BuildReport pReport = BuildPipeline.BuildPlayer(sBuildPlayerOptions); PrintBuildResult(strBuildPath, pReport, pReport.summary); } catch (Exception e) { Debug.Log(const_strPrefix_ForDebugLog + " Error - " + e); throw; } pEditorSetting_Backup.Back_To_Origin(); Process_PostBuild(eBuildTarget, strAbsolute_BuildOutputFolderPath); Debug.LogFormat(const_strPrefix_ForDebugLog + " After Build DefineSymbol Current {0}", PlayerSettings.GetScriptingDefineSymbolsForGroup(eBuildTargetGroup)); // 2018.4 에서 프로젝트 전체 리임포팅 하는 이슈 대응 // https://issuetracker.unity3d.com/issues/osx-batchmode-build-hangs-at-refresh-detecting-if-any-assets-need-to-be-imported-or-removed #if UNITY_EDITOR AssetDatabase.Refresh(); #endif }