UnityEditor.BuildPipeline.BuildPlayer C# (CSharp) Method

BuildPlayer() public static method

Builds a player.

public static BuildPlayer ( BuildPlayerOptions buildPlayerOptions ) : string
buildPlayerOptions BuildPlayerOptions Provide various options to control the behavior of BuildPipeline.BuildPlayer.
return string
        public static string BuildPlayer(BuildPlayerOptions buildPlayerOptions)
        {
            return BuildPlayer(buildPlayerOptions.scenes, buildPlayerOptions.locationPathName, buildPlayerOptions.assetBundleManifestPath, buildPlayerOptions.target, buildPlayerOptions.options);
        }

Same methods

BuildPipeline::BuildPlayer ( EditorBuildSettingsScene levels, string locationPathName, BuildTarget target, BuildOptions options ) : string
BuildPipeline::BuildPlayer ( string levels, string locationPathName, BuildTarget target, BuildOptions options ) : string
BuildPipeline::BuildPlayer ( string scenes, string locationPathName, string assetBundleManifestPath, BuildTarget target, BuildOptions options ) : string

Usage Example

示例#1
0
        public static void MakeWin32TestingBuild()
        {
            Setup();
            SetScriptingBackend(ScriptingImplementation.Mono2x, BuildTarget.StandaloneWindows, BuildTargetGroup.Standalone);
#if UNITY_2018_1_OR_NEWER
            PlayerSettings.fullScreenMode = FullScreenMode.Windowed;
#else
            PlayerSettings.defaultIsFullScreen = false;
#endif
            PlayerSettings.defaultScreenHeight = 768;
            PlayerSettings.defaultScreenWidth  = 1024;
            PlayerSettings.runInBackground     = true;
#if !UNITY_2019_2_OR_NEWER
#pragma warning disable 0618
            PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Disabled;
#pragma warning restore 0618
#endif
            PlayerSettings.resizableWindow = true;
            string win32Path = Path.Combine(GetBuildPath(), "Win32test.exe");
            MkDir(GetBuildPath());
            BuildPipeline.BuildPlayer(TestScenes, win32Path, BuildTarget.StandaloneWindows, BuildOptions.None);
            if (!File.Exists(win32Path))
            {
                throw new PlayFabException(PlayFabExceptionCode.BuildError, "Target file did not build: " + win32Path);
            }
        }
All Usage Examples Of UnityEditor.BuildPipeline::BuildPlayer