static void PerformBuild() { string[] scenes = { "Assets/Scenes/SampleScene.unity" }; //BuildPipeline.BuildPlayer(scenes, "Build/Win/Test.exe", // BuildTarget.StandaloneWindows64, // BuildOptions.None); //Build BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); buildPlayerOptions.scenes = scenes; buildPlayerOptions.locationPathName = "./builds/test.apk"; buildPlayerOptions.target = BuildTarget.Android; buildPlayerOptions.options = BuildOptions.None; UnityEditor.Build.Reporting.BuildReport report = BuildPipeline.BuildPlayer(buildPlayerOptions); UnityEditor.Build.Reporting.BuildSummary summary = report.summary; if (summary.result == UnityEditor.Build.Reporting.BuildResult.Succeeded) { Debug.Log("<color=green>Build succeeded: " + summary.totalSize + " bytes</color>"); } if (summary.result == UnityEditor.Build.Reporting.BuildResult.Failed) { Debug.Log("<color=red>Build failed</color>"); } }
public static void BuildNavMeshBundles(string streamPath, BuildTarget target) { string path = "Assets/AssetBundleRes/scene/navmesh"; string[] file_paths = Directory.GetFiles(path); // List<string> levels = new List<string>(); foreach (string file_path in file_paths) { string ext = Path.GetExtension(file_path); if (ext.Equals(".unity")) { string navmesh_scene_name = Path.GetFileNameWithoutExtension(file_path); // levels.Add(file_path); string[] levels = new string[] { file_path }; Debug.Log("file : " + file_path + " save : " + streamPath + "/" + navmesh_scene_name + " target:" + target.ToString()); BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); buildPlayerOptions.scenes = new string[] { file_path }; buildPlayerOptions.locationPathName = streamPath + "/" + navmesh_scene_name; buildPlayerOptions.target = target; buildPlayerOptions.options = BuildOptions.BuildAdditionalStreamedScenes; UnityEditor.Build.Reporting.BuildReport report = BuildPipeline.BuildPlayer(buildPlayerOptions); UnityEditor.Build.Reporting.BuildSummary summary = report.summary; if (summary.result == UnityEditor.Build.Reporting.BuildResult.Succeeded) { Debug.Log("Build navmesh succeeded: " + summary.totalSize + " bytes"); } if (summary.result == UnityEditor.Build.Reporting.BuildResult.Failed) { Debug.Log("Build navmesh failed : " + file_path); } // BuildPipeline.BuildPlayer(levels, streamPath+"/"+navmesh_scene_name, target, BuildOptions.BuildAdditionalStreamedScenes); } } }
private extern void get_summary_Injected(out BuildSummary ret);