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@Elideb
Last active July 22, 2016 11:33
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Generating builds from scripts in Unity
[MenuItem("Builds/Win 64bits/DRM Free Worldwide")]
public static void BuildWin64NoDRMWorldwide() {
string[] levels = new string[] {
"Assets/Test_Levels/LoadingScreen.unity",
"Assets/Test_Levels/Main_Menu.unity",
"Assets/Test_Levels/Credits.unity",
"Assets/Test_Levels/Tutorial.unity",
"Assets/Test_Levels/Test_Level.unity",
"Assets/Test_Levels/Death_Menu.unity"
};
// Overwrite LanguageLoader
System.IO.File.Copy("Langs/LanguageLoader_NoDRM_WorldWide.prefab", "Resources/Langs/LanguageLoader.prefab", true);
// Reimport the prefab, because otherwise Unity will use the "Library" imported version.
AssetDatabase.Refresh();
UnityEditor.PlayerSettings.runInBackground = false;
string message = BuildPipeline.BuildPlayer(
levels,
"../Builds/DRMFree/Win64/GameTitle.exe",
BuildTarget.StandaloneWindows64,
BuildOptions.ShowBuiltPlayer);
if (string.IsNullOrEmpty(message))
UnityEngine.Debug.Log("Win64 build complete");
else
UnityEngine.Debug.LogError("Error building Win64:\n" + message);
}
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