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@neon-izm neon-izm/file0.txt
Last active Jun 8, 2018

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UnityCloudBuild上で無理やり圧縮オプションをLZ4に変更する事が出来るか!? ref: https://qiita.com/neon-izm/items/7ba9e52a5970345aee37
public class Preprocess : IPreprocessBuild {
// ビルド前処理
public void OnPreprocessBuild (UnityEditor.BuildTarget buildTarget, string path)
{
if (buildTarget == BuildTarget.Android)
{
Debug.Log("[PREPROCESS] find Android Build");
Console.WriteLine("[PREPROCESS] find Android Build");
//https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/BuildPlayerWindow.cs#L770
MethodInfo setCompressionTypeMethodInfo =
typeof(EditorUserBuildSettings).GetMethod("SetCompressionType",
BindingFlags.NonPublic | BindingFlags.Static);
try
{
/* Invokeで実行するとき、staticクラスだったら第一引数はnull
* 第二引数は普通にpublicなenum でplatform
* 第三引数が内部定義されたenumなので、該当のint数値を直接突っ込んでいます
*/
/* 第三引数はこんな感じで定義されています
namespace UnityEditor
{
internal enum Compression
{
None = 0,
Lz4 = 2,
Lz4HC = 3,
}
}
*/
var invoke = setCompressionTypeMethodInfo.Invoke(null, new object[] {BuildTargetGroup.Android, 2});
}
catch (Exception e)
{
Debug.Log(e);
Console.WriteLine(e);
throw;
}
MethodInfo getCompressionTypeMethodInfo =
typeof(EditorUserBuildSettings).GetMethod("GetCompressionType",
BindingFlags.NonPublic | BindingFlags.Static);
var obj = getCompressionTypeMethodInfo.Invoke(null, new object[] {BuildTargetGroup.Android});
Debug.Log("[REPROCESS] current compression type:" + obj);
Console.WriteLine("[PREPROCESS] current compression type:" + obj);
}
}
// 実行順
public int callbackOrder { get { return 0; } }
}
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