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@piaopolar
Last active June 29, 2017 07:10
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Unity Build Script
using UnityEditor;
using System.IO;
using System.Collections;
using UnityEngine;
using System.Collections.Generic;
public class BuildProject : MonoBehaviour
{
static string[] GetBuildScenes()
{
List<string> names = new List<string>();
foreach (EditorBuildSettingsScene e in EditorBuildSettings.scenes) {
if (e == null) {
continue;
}
if (e.enabled) {
names.Add(e.path);
}
}
return names.ToArray();
}
[MenuItem("Build/Build iOS")]
public static void Build_iOS()
{
BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
buildPlayerOptions.scenes = GetBuildScenes();
buildPlayerOptions.locationPathName = "Build/iOS";
buildPlayerOptions.target = BuildTarget.iOS;
buildPlayerOptions.options = BuildOptions.None;
BuildPipeline.BuildPlayer(buildPlayerOptions);
}
[MenuItem("Build/Build Android")]
public static void Build_Android()
{
BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
buildPlayerOptions.scenes = GetBuildScenes();
buildPlayerOptions.locationPathName = "Build/Android/Unity-Android.apk";
buildPlayerOptions.target = BuildTarget.Android;
buildPlayerOptions.options = BuildOptions.None;
BuildPipeline.BuildPlayer(buildPlayerOptions);
}
[MenuItem("Build/Build Win32")]
public static void Build_Win32()
{
BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
buildPlayerOptions.scenes = GetBuildScenes();
buildPlayerOptions.locationPathName = "Build/Win32/Unity-Win32.exe";
buildPlayerOptions.target = BuildTarget.StandaloneWindows;
buildPlayerOptions.options = BuildOptions.None;
BuildPipeline.BuildPlayer(buildPlayerOptions);
}
}
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