Version: 2022.2
LanguageEnglish
  • C#

BuildPipeline.BuildPlayer

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static Build.Reporting.BuildReport BuildPlayer(BuildPlayerOptions buildPlayerOptions);

Parameters

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

Returns

BuildReport A BuildReport giving build process information.

Description

Builds a player.

Use this function to programatically create a build of your project.

Calling this method will invalidate any variables in the editor script that reference GameObjects, so they will need to be reacquired after the call.

Scripts can run at strategic points during the build by implementing one of the supported callback interfaces, for example BuildPlayerProcessor, IPreprocessBuildWithReport, IProcessSceneWithReport and IPostprocessBuildWithReport.

Note: Be aware that changes to scripting symbols only take effect at the next domain reload, when scripts are recompiled.

This means if you make changes to the defined scripting symbols via code using PlayerSettings.SetDefineSymbolsForGroup without a domain reload before calling this function, those changes won't take effect.

It also means that the built-in scripting symbols defined for the current active target platform (such as UNITY_STANDALONE_WIN, or UNITY_ANDROID) remain in place even if you try to build for a different target platform, which can result in the wrong code being compiled into your build.

See Also: BuildPlayerWindow.DefaultBuildMethods.BuildPlayer.

using UnityEditor;
using UnityEngine;
using UnityEditor.Build.Reporting;

// Output the build size or a failure depending on BuildPlayer.

public class BuildPlayerExample { [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"); } } }

Declaration

public static Build.Reporting.BuildReport BuildPlayer(string[] levels, string locationPathName, BuildTarget target, BuildOptions options);

Declaration

public static Build.Reporting.BuildReport BuildPlayer(EditorBuildSettingsScene[] levels, string locationPathName, BuildTarget target, BuildOptions options);

Parameters

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 The path where the application will be built.
target The BuildTarget to build.
options Additional BuildOptions, like whether to run the built player.

Returns

BuildReport An error message if an error occurred.

Description

Builds a player. These overloads are still supported, but will be replaced. Please use BuildPlayer (BuildPlayerOptions buildPlayerOptions) instead.