UnityEditor.EditorUserBuildSettings.SetBuildLocation C# (CSharp) Method

SetBuildLocation() private method

private SetBuildLocation ( BuildTarget target, string location ) : void
target BuildTarget
location string
return void
        public static extern void SetBuildLocation(BuildTarget target, string location);
        [MethodImpl(MethodImplOptions.InternalCall), WrapperlessIcall]

Usage Example

示例#1
0
        // This overload is used by the Build & Run menu item & hot key - prompt for location only if the configured
        // output location is not valid.
        static void BuildPlayerAndRun()
        {
            var  buildTarget          = EditorUserBuildSettingsUtils.CalculateSelectedBuildTarget();
            var  lastBuildLocation    = EditorUserBuildSettings.GetBuildLocation(buildTarget);
            bool buildLocationIsValid = BuildLocationIsValid(lastBuildLocation);

            if (buildLocationIsValid && (buildTarget == BuildTarget.StandaloneWindows || buildTarget == BuildTarget.StandaloneWindows64))
            {
                // Case 1208041: Windows Standalone .exe name depends on productName player setting
                var newBuildLocation = Path.Combine(Path.GetDirectoryName(lastBuildLocation), Paths.MakeValidFileName(PlayerSettings.productName) + ".exe").Replace(Path.DirectorySeparatorChar, '/');
                EditorUserBuildSettings.SetBuildLocation(buildTarget, newBuildLocation);
            }

            BuildPlayerAndRun(!buildLocationIsValid);
        }
All Usage Examples Of UnityEditor.EditorUserBuildSettings::SetBuildLocation