buildPlayerOptions | Provide various options to control the behavior of BuildPipeline.BuildPlayer. |
string An error message if an error occurred.
Builds a player.
Use this function to programatically create a build of your project.
Note that any references to GameObjects acquired in the editor script before
the BuildPlayer call will be invalid after it and will need to be reacquired.
#pragma strict public class BuildPlayerExample extends MonoBehaviour { @MenuItem("Build/Build iOS") public static function MyBuild() { var buildPlayerOptions: BuildPlayerOptions = new BuildPlayerOptions(); buildPlayerOptions.scenes = ["Assets/Scene1.unity", "Assets/Scene2.unity"]; buildPlayerOptions.locationPathName = "iOSBuild"; buildPlayerOptions.target = BuildTarget.iOS; buildPlayerOptions.options = BuildOptions.None; BuildPipeline.BuildPlayer(buildPlayerOptions); } }
using UnityEditor; using UnityEngine;
public class BuildPlayerExample : MonoBehaviour { [MenuItem("Build/Build iOS")] public static void MyBuild() { BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); buildPlayerOptions.scenes = new[] {"Assets/Scene1.unity", "Assets/Scene2.unity"}; buildPlayerOptions.locationPathName = "iOSBuild"; buildPlayerOptions.target = BuildTarget.iOS; buildPlayerOptions.options = BuildOptions.None; BuildPipeline.BuildPlayer(buildPlayerOptions); } }
levels | The scenes to be included in the build. If empty, the currently open scene will be built. Paths are relative to the project folder (Assets/MyLevels/MyScene.unity). |
locationPathName | The path where the application will be built. |
target | The BuildTarget to build. |
options | Additional BuildOptions, like whether to run the built player. |
string An error message if an error occurred.
Builds a player. These overloads are still supported, but will be replaced. Please use BuildPlayer (BuildPlayerOptions buildPlayerOptions) instead.
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