targetGroup | Target build platform. |
target | Build target group. |
bool True if the build target was successfully switched, false otherwise (for example, if license checks fail, files are missing, or if the user has cancelled the operation via the UI).
Select a new build target to be active during the next Editor update.
This function switches to the passed build target as the active build during the next Editor update.
All script files and Assets affected by the current platform settings are recompiled or reimported on the next Editor update when you change the active build target. For information on how to immediately import Assets, refer to SwitchActiveBuildTarget.
If the given target is a standalone target, calling SwitchActiveBuildTarget will also affect EditorUserBuildSettings.selectedStandaloneTarget.
Note: This function isn't available when running the Editor in batch mode. Changing the build target requires recompiling script code for the given target, which can't be done while script code is executing. This isn't a problem in the Editor, as the operation is deferred to the next Editor update. However, in batch mode the Editor will stop after executing the designated script code, so deferring the operation isn't possible. To set the build target to use in batch mode, use the buildtarget command-line argument.
using UnityEngine; using UnityEditor; using UnityEditor.Build;
public class SwitchPlatformExample : IActiveBuildTargetChanged { [MenuItem("Example/Switch Platform")] public static void PerformSwitch() { // Switch to Windows standalone build. EditorUserBuildSettings.SwitchActiveBuildTargetAsync(BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows); }
public int callbackOrder { get { return 0; } } public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget) { Debug.Log("Active platform is now " + newTarget); } }