Version: 2018.4
LanguageEnglish
  • C#

AssemblyBuilder.Build

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public bool Build();

Returns

bool Returns true if build was started. Returns false if the build was not started due to the editor currently compiling scripts in the Assets folder.

Description

Starts the build of the assembly.

While building, the small progress icon in the lower right corner of Unity's main window will spin and EditorApplication.isCompiling will return true.

using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.Compilation;
using UnityEngine;

public class AssembyBuilderExample { [MenuItem("AssemblyBuilder Example/Build Assembly Async")] public static void BuildAssemblyAsync() { BuildAssembly(false); }

[MenuItem("AssemblyBuilder Example/Build Assembly Sync")] public static void BuildAssemblySync() { BuildAssembly(true); }

static void BuildAssembly(bool wait) { var scripts = new[] { "Temp/MyAssembly/MyScript1.cs", "Temp/MyAssembly/MyScript2.cs" }; var outputAssembly = "Temp/MyAssembly/MyAssembly.dll"; var assemblyProjectPath = "Assets/MyAssembly.dll";

Directory.CreateDirectory("Temp/MyAssembly");

// Create scripts foreach (var scriptPath in scripts) { var scriptName = Path.GetFileNameWithoutExtension(scriptPath); File.WriteAllText(scriptPath, string.Format("using UnityEngine; public class {0} : MonoBehaviour {{ void Start() {{ Debug.Log(\"{0}\"); }} }}", scriptName)); }

var assemblyBuilder = new AssemblyBuilder(outputAssembly, scripts);

// Exclude a reference to the copy of the assembly in the Assets folder, if any. assemblyBuilder.excludeReferences = new string[] { assemblyProjectPath };

// Called on main thread assemblyBuilder.buildStarted += delegate(string assemblyPath) { Debug.LogFormat("Assembly build started for {0}", assemblyPath); };

// Called on main thread assemblyBuilder.buildFinished += delegate(string assemblyPath, CompilerMessage[] compilerMessages) { var errorCount = compilerMessages.Count(m => m.type == CompilerMessageType.Error); var warningCount = compilerMessages.Count(m => m.type == CompilerMessageType.Warning);

Debug.LogFormat("Assembly build finished for {0}", assemblyPath); Debug.LogFormat("Warnings: {0} - Errors: {0}", errorCount, warningCount);

if(errorCount == 0) { File.Copy(outputAssembly, assemblyProjectPath, true); AssetDatabase.ImportAsset(assemblyProjectPath); } };

// Start build of assembly if(!assemblyBuilder.Build()) { Debug.LogErrorFormat("Failed to start build of assembly {0}!", assemblyBuilder.assemblyPath); return; }

if(wait) { while(assemblyBuilder.status != AssemblyBuilderStatus.Finished) System.Threading.Thread.Sleep(10); } } }