Version: 2023.1
언어: 한국어

BuildReport

class in UnityEditor.Build.Reporting

/

다음으로부터 상속:Object

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설명

The BuildReport API gives you information about the Unity build process.

A BuildReport object is returned by BuildPipeline.BuildPlayer and can be used to discover information about the files output, the build steps taken, and other platform-specific information such as native code stripping.

For AssetBundle builds the BuildReport is available by calling GetLatestReport immediately after calling BuildPipeline.BuildAssetBundles.

                    
using System.IO;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;

public class BuildReportExample { [MenuItem("Example/Build AssetBundle")] static public void BuildBundles() { string buildOutputDirectory = "BuildOutput"; if (!Directory.Exists(buildOutputDirectory)) Directory.CreateDirectory(buildOutputDirectory);

var bundleDefinitions = new AssetBundleBuild[] { new AssetBundleBuild() { assetBundleName = "MyBundle", assetNames = new string[] { "Assets/Scenes/SampleScene.unity" } } };

BuildPipeline.BuildAssetBundles( buildOutputDirectory, bundleDefinitions, BuildAssetBundleOptions.ForceRebuildAssetBundle, EditorUserBuildSettings.activeBuildTarget);

BuildReport report = BuildReport.GetLatestReport(); if (report != null) { var sb = new StringBuilder(); sb.AppendLine("Build result : " + report.summary.result); sb.AppendLine("Build size : " + report.summary.totalSize + " bytes"); sb.AppendLine("Build time : " + report.summary.totalTime); sb.AppendLine("Error summary : " + report.SummarizeErrors()); sb.Append(LogBuildReportSteps(report)); sb.AppendLine(LogBuildMessages(report)); Debug.Log(sb.ToString()); } else { // Certain errors like invalid input can fail the build immediately, with no BuildReport written Debug.Log("AssetBundle build failed"); } }

public static string LogBuildReportSteps(BuildReport buildReport) { var sb = new StringBuilder();

sb.AppendLine($"Build steps: {buildReport.steps.Length}"); int maxWidth = buildReport.steps.Max(s => s.name.Length + s.depth) + 3; foreach (var step in buildReport.steps) { string rawStepOutput = new string('-', step.depth + 1) + ' ' + step.name; sb.AppendLine($"{rawStepOutput.PadRight(maxWidth)}: {step.duration:g}"); } return sb.ToString(); }

public static string LogBuildMessages(BuildReport buildReport) { var sb = new StringBuilder(); foreach (var step in buildReport.steps) { foreach (var message in step.messages) // If desired, this logic could ignore any Info or Warning messages to focus on more serious messages sb.AppendLine($"[{message.type}] {message.content}"); }

string messages = sb.ToString(); if (messages.Length > 0) return "Messages logged during Build:\n" + messages; else return ""; } }

// For the purpose of demonstration, this callback logs different types of errors and forces a build failure [BuildCallbackVersion(1)] class MyTroublesomeBuildCallback : IProcessSceneWithReport { public int callbackOrder { get { return 0; } } public void OnProcessScene(UnityEngine.SceneManagement.Scene scene, BuildReport report) { Debug.Log("MyTroublesomeBuildCallback called for " + scene.name); Debug.LogError("Logging an error");

throw new BuildFailedException("Forcing the build to stop"); } }

변수

packedAssetsAn array of all the PackedAssets generated by the build process.
scenesUsingAssetsAn optional array of ScenesUsingAssets generated by the build process if BuildOptions.DetailedBuildReport was used during the build.
stepsAn array of all the BuildSteps that took place during the build process.
strippingInfoThe StrippingInfo object for the build.
summaryA BuildSummary containing overall statistics and data about the build process.

Public 함수

GetFilesReturns an array of all the files output by the build process.
SummarizeErrorsReturns a string summarizing any errors that occurred during the build

정적 함수

GetLatestReportReturn the build report generated by the most recent Player or AssetBundle build

상속된 멤버

변수

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public 함수

GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

정적 함수

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.

연산자

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.