Version: 2022.3
  • C#


struct in UnityEditor

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Provide various options to control the behavior of BuildPipeline.BuildPlayer.

using UnityEditor;
using UnityEngine;

public class BuildPlayerOptionsExample { [MenuItem("Build/Log Build Settings")] public static void MyBuild() { // Log some of the current build options retrieved from the Build Settings Window BuildPlayerOptions buildPlayerOptions = BuildPlayerWindow.DefaultBuildMethods.GetBuildPlayerOptions(new BuildPlayerOptions()); Debug.Log("BuildPlayerOptions\n" + "Scenes: " + string.Join(",", buildPlayerOptions.scenes) + "\n" + "Build location: " + buildPlayerOptions.locationPathName + "\n" + "Options: " + buildPlayerOptions.options + "\n" + "Target: " +; } }


assetBundleManifestPathThe path to an manifest file describing all of the asset bundles used in the build (optional).
extraScriptingDefinesUser-specified preprocessor defines used while compiling assemblies for the player.
locationPathNameThe path where the application will be built.
optionsAdditional BuildOptions, like whether to run the built player.
scenesThe Scenes to be included in the build.
subtargetThe Subtarget to build.
targetThe BuildTarget to build.
targetGroupThe BuildTargetGroup to build.