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Unity3D: C# replacement for the python version of PostprocessBuildPlayer
using UnityEngine;
using System.Collections;
using UnityEditor;
using UnityEditor.Callbacks;
using System.IO;
public class PostprocessBuildPlayer : ScriptableObject {
[PostProcessBuild]
static void OnPostprocessBuildPlayer(BuildTarget target, string buildPath) {
string editorPath = Path.GetFullPath(Path.GetDirectoryName(AssetDatabase.GetAssetPath(MonoScript.FromScriptableObject(ScriptableObject.CreateInstance<PostprocessBuildPlayer>()))));
if (!Directory.Exists(editorPath)) {
Debug.LogError("No directory at: " + editorPath);
return;
}
if (!Directory.Exists(buildPath)) {
Debug.LogError("No directory at: " + buildPath);
return;
}
var files = Directory.GetFiles(editorPath, "*.*", SearchOption.TopDirectoryOnly);
files = System.Array.FindAll<string>(files, (x) => {
var name = Path.GetFileName(x).ToLower();
return name.StartsWith("postprocessbuildplayer_") && !name.EndsWith("meta");
});
if (files.Length == 0) {
Debug.LogError("No postprocess scripts at: " + editorPath);
return;
}
var args = new string[] {
buildPath,
target.ToString()
};
foreach (var file in files) {
Debug.Log("executing: " + file);
using (var process = new System.Diagnostics.Process()) {
process.StartInfo.FileName = file;
process.StartInfo.Arguments = string.Join(" ", args);
process.StartInfo.RedirectStandardError = true;
process.StartInfo.UseShellExecute = false;
process.Start();
string error = process.StandardError.ReadToEnd();
process.WaitForExit();
if (process.ExitCode != 0) {
Debug.LogError(process.ExitCode + " : " + error);
}
}
}
}
}
@yadongliu

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@yadongliu yadongliu commented Dec 17, 2013

Thanks for sharing the script. I wonder if you are using the same Apache license on this as your other gist.

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