Version: 2017.3
public static string BuildPlayer (BuildPlayerOptions buildPlayerOptions);

Parameters

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

Returns

string An error message if an error occurred.

Description

Builds a 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;

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; BuildPipeline.BuildPlayer(buildPlayerOptions); } }

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

Parameters

levels The scenes to be included in the build. If empty, the currently open scene will be built. 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

string 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.