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@seaders
Last active August 29, 2015 14:15
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using UnityEditor;
using System;
using System.Collections.Generic;
public class GameBuilder
{
static void Android()
{
List<EditorBuildSettingsScene> scenes = new List<EditorBuildSettingsScene>(EditorBuildSettings.scenes);
List<string> enabledScenes = new List<string>();
foreach (EditorBuildSettingsScene scene in scenes)
{
// Console.WriteLine (scene.path);
if (scene.enabled)
{
enabledScenes.Add(scene.path);
}
}
string[] buildScenes = enabledScenes.ToArray();
// Console.WriteLine ("Building scenes " + buildScenes);
string[] destination = System.Environment.GetCommandLineArgs();
PlayerSettings.keyaliasPass = "android";
PlayerSettings.keystorePass = "android";
BuildPipeline.BuildPlayer (buildScenes, destination[ destination.Length - 1 ], BuildTarget.Android, BuildOptions.None);
}
static void iOS()
{
List<EditorBuildSettingsScene> scenes = new List<EditorBuildSettingsScene>(EditorBuildSettings.scenes);
List<string> enabledScenes = new List<string>();
foreach (EditorBuildSettingsScene scene in scenes)
{
if (scene.enabled)
{
enabledScenes.Add(scene.path);
}
}
string[] buildScenes = enabledScenes.ToArray();
// Console.WriteLine ("Building scenes " + buildScenes);
string[] destination = System.Environment.GetCommandLineArgs();
// EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTarget.iPhone);
BuildPipeline.BuildPlayer (buildScenes, destination[ destination.Length - 1 ], BuildTarget.iPhone, BuildOptions.None);
}
}
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