buildPlayerOptions | Provide various options to control the behavior of BuildPipeline.BuildPlayer. |
BuildReport A BuildReport giving build process information.
Construye un player.
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.
using UnityEditor; using UnityEngine; using UnityEditor.Build.Reporting;
// Output the build size or a failure depending on BuildPlayer.
public class BuildPlayerExample : MonoBehaviour { [MenuItem("Build/Build iOS")] public static void MyBuild() { BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); buildPlayerOptions.scenes = new[] { "Assets/Scene1.unity", "Assets/Scene2.unity" }; buildPlayerOptions.locationPathName = "iOSBuild"; buildPlayerOptions.target = BuildTarget.iOS; buildPlayerOptions.options = BuildOptions.None;
BuildReport report = BuildPipeline.BuildPlayer(buildPlayerOptions); BuildSummary summary = report.summary;
if (summary.result == BuildResult.Succeeded) { Debug.Log("Build succeeded: " + summary.totalSize + " bytes"); }
if (summary.result == BuildResult.Failed) { Debug.Log("Build failed"); } } }
scenes | The Scenes to include in the build. If empty, the build only includes the currently open Scene. Paths are relative to the project folder (Assets/MyLevels/MyScene.unity). |
locationPathName | La ruta donde la aplicación será construida. |
target | El BuildTarget en construirse. |
options | Unas BuildOptions adicionales, como si ejecutar el player construido. |
BuildReport Un mensaje de error si un error ocurrió.
Builds a player. These overloads are still supported, but will be replaced. Please use BuildPlayer (BuildPlayerOptions buildPlayerOptions) instead.