UnityEditor.BuildPipeline.IsBuildTargetSupported C# (CSharp) Method

IsBuildTargetSupported() private method

private IsBuildTargetSupported ( BuildTarget target ) : bool
target BuildTarget
return bool
        internal static extern bool IsBuildTargetSupported(BuildTarget target);
        [MethodImpl(MethodImplOptions.InternalCall)]

Usage Example

        private void ActiveBuildTargetsGUI()
        {
            GUILayout.BeginVertical();
            GUILayout.BeginVertical(GUILayout.Width(255));
            GUILayout.Label(styles.platformTitle, styles.title);
            scrollPosition = GUILayout.BeginScrollView(scrollPosition, "OL Box");

            // Draw enabled build targets first, then draw disabled build targets
            for (int requireEnabled = 0; requireEnabled < 2; requireEnabled++)
            {
                bool showRequired = requireEnabled == 0;
                bool even         = false;
                foreach (BuildPlatform gt in BuildPlatforms.instance.buildPlatforms)
                {
                    if (IsBuildTargetGroupSupported(gt.targetGroup, gt.defaultTarget) != showRequired)
                    {
                        continue;
                    }

                    // Some build targets are not publicly available, show them only when they are actually in use
                    if (!IsBuildTargetGroupSupported(gt.targetGroup, gt.defaultTarget) && !gt.forceShowTarget)
                    {
                        continue;
                    }

                    // Some build targets are only compatible with specific OS
                    if (!IsBuildTargetCompatibleWithOS(gt.defaultTarget))
                    {
                        continue;
                    }

                    ShowOption(gt, gt.title, even ? styles.evenRow : styles.oddRow);
                    even = !even;
                }
                GUI.contentColor = Color.white;
            }

            GUILayout.EndScrollView();
            GUILayout.EndVertical();
            GUILayout.Space(10);

            // Switching build target in the editor
            BuildTarget      selectedTarget      = EditorUserBuildSettingsUtils.CalculateSelectedBuildTarget();
            BuildTargetGroup selectedTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;

            GUILayout.BeginHorizontal();

            GUI.enabled = BuildPipeline.IsBuildTargetSupported(selectedTargetGroup, selectedTarget);
            if (GUILayout.Button(EditorGUIUtility.TrTextContent("Player Settings..."), GUILayout.Width(Styles.kButtonWidth)))
            {
                SettingsService.OpenProjectSettings("Project/Player");
            }

            GUILayout.EndHorizontal();

            GUI.enabled = true;

            GUILayout.EndVertical();
        }
All Usage Examples Of UnityEditor.BuildPipeline::IsBuildTargetSupported