Created
March 5, 2023 11:33
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Example PreProcessing script for Unity's build process and overriding File-Build command the official way
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#if UNITY_EDITOR | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using UnityEngine; | |
using UnityEngine.SceneManagement; | |
namespace CodeSmile.EditorTests | |
{ | |
[InitializeOnLoad] | |
public class TestCustomBuildProcess | |
{ | |
private static string m_TempScene; | |
private static BuildPlayerOptions ProcessBuildOptions(BuildPlayerOptions options) | |
{ | |
// NOTE: this will open a dialog where the user can select the location of the build to be made. | |
options = BuildPlayerWindow.DefaultBuildMethods.GetBuildPlayerOptions(options); | |
// remember the scene the user had open | |
var userOpenScenePath = SceneManager.GetActiveScene().path; | |
Debug.Log($"open scene: {userOpenScenePath}"); | |
var firstScene = options.scenes[0]; | |
// make temp copy of scene | |
var tempScene = firstScene.Replace(".unity", "_temp_build_copy.unity"); | |
m_TempScene = tempScene; | |
AssetDatabase.CopyAsset(firstScene, tempScene); | |
var tempGuid = AssetDatabase.GUIDFromAssetPath(tempScene); | |
var tempGuid2 = AssetDatabase.AssetPathToGUID(tempScene); | |
Debug.Log($"tempGuid: {tempGuid} ({tempGuid.ToString().Length}) / {tempGuid2} ({tempGuid2.ToString().Length})"); | |
tempGuid = AssetDatabase.GUIDFromAssetPath(tempScene + "notexist"); | |
tempGuid2 = AssetDatabase.AssetPathToGUID(tempScene + "notexist"); | |
Debug.Log($"not exist tempGuid: {tempGuid} / {tempGuid2}"); | |
//var sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(tempScene); | |
//Debug.Log($"temp scene asset: {sceneAsset.name}"); | |
// replace scene in build list | |
options.scenes = new[] { tempScene }; | |
// open the temp scene | |
//Debug.Log($"scene: {tempScene}, open for editing ..."); | |
EditorSceneManager.OpenScene(tempScene, OpenSceneMode.Single); | |
// modify temp scene | |
var replaceMe = GameObject.FindGameObjectsWithTag("ReplaceMe"); | |
for (int i = replaceMe.Length - 1; i >= 0; i--) | |
{ | |
var go = replaceMe[i]; | |
Debug.LogWarning($"removing unwanted object from build: {go.name}"); | |
GameObject.DestroyImmediate(go); | |
} | |
EditorSceneManager.SaveScene(SceneManager.GetActiveScene(), tempScene, false); | |
// re-open the last scene the user had open just because we're trying not to be annoying, right ;) | |
Debug.Log($"re-open scene: {userOpenScenePath}"); | |
EditorSceneManager.OpenScene(userOpenScenePath); | |
return options; | |
} | |
private static void OnClickBuildPlayer(BuildPlayerOptions options) | |
{ | |
BuildPlayerWindow.DefaultBuildMethods.BuildPlayer(options); | |
Debug.Log("perform default build - DONE"); | |
if (string.IsNullOrWhiteSpace(m_TempScene) == false) | |
{ | |
AssetDatabase.DeleteAsset(m_TempScene); | |
} | |
} | |
static TestCustomBuildProcess() | |
{ | |
BuildPlayerWindow.RegisterGetBuildPlayerOptionsHandler(ProcessBuildOptions); | |
BuildPlayerWindow.RegisterBuildPlayerHandler(OnClickBuildPlayer); | |
} | |
} | |
} | |
#endif |
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