BuildPipeline.BuildPlayer Manual     Reference     Scripting  
Scripting > Editor Classes > BuildPipeline
BuildPipeline.BuildPlayer

static function BuildPlayer (levels : string[], locationPathName : String, target : BuildTarget, options : BuildOptions) : String

Parameters

NameDescription
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. Must include any necessary file extensions, like .exe, .app, .unity3d or .wdgt.
target The BuildTarget to build.
options Additional BuildOptions, like whether to run the built player.

Returns

String - an error message if an error occurred.

Description

Builds a player (Unity Pro only).

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.

// Build a folder containing unity3d file and html file
@MenuItem ("Build/BuildWebplayer")
static function MyBuild(){
var levels : String[] = ["Assets/Scene1.unity", "Assets/Scene2.unity"];
BuildPipeline.BuildPlayer( levels, "WebPlayerBuild",
BuildTarget.WebPlayer, BuildOptions.None);
}