Class SampleBuildProcessor
Simple build processor that makes sure that any custom configuration that the user creates is correctly passed on to the provider implementation at runtime.
Custom configuration instances that are stored in EditorBuildSettings are not copied to the target build as they are considered unreferenced assets. In order to get them to the runtime side of things, they need to be serialized to the build app and deserialized at runtime. Previously this would be a manual process requiring the implementor to manually serialize to some location that can then be read from to deserialize at runtime. With the new PlayerSettings Preloaded Assets API we can now just add our asset to the preloaded list and have it be instantiated at app launch.
Note that the preloaded assets are only notified with Awake, so anything you want or need to do with the asset after launch needs to be handled there.
More info on APIs used here:
- <a href="https://docs.unity3d.com/ScriptReference/EditorBuildSettings.html">EditorBuildSettings</a>
- <a href="https://docs.unity3d.com/ScriptReference/PlayerSettings.GetPreloadedAssets.html>PlayerSettings.GetPreloadedAssets</a>
- <a href="https://docs.unity3d.com/ScriptReference/PlayerSettings.SetPreloadedAssets.html">PlayerSettings.SetPreloadedAssets</a>
Namespace: Samples
Syntax
public class SampleBuildProcessor : IPreprocessBuildWithReport, IPostprocessBuildWithReport
Properties
callbackOrder
Override of
Declaration
public int callbackOrder { get; }
Property Value
Type | Description |
---|---|
Int32 |
Methods
OnPostprocessBuild(BuildReport)
Override of
Declaration
public void OnPostprocessBuild(BuildReport report)
Parameters
Type | Name | Description |
---|---|---|
BuildReport | report | Build report. |
OnPreprocessBuild(BuildReport)
Override of
Declaration
public void OnPreprocessBuild(BuildReport report)
Parameters
Type | Name | Description |
---|---|---|
BuildReport | report | Build report. |