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CrowdControl/Assets/BuildReport/CustomBuildScriptExample.txt

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3 months ago
using System;
using UnityEditor;
public class SimpleBuilder
{
// Example code on how to let Unity create a Build Report right after an automated build.
// If you don't need this, you can safely delete this file.
//
// To use, save/rename this as a proper script file (.cs instead of .txt), open a command line window,
// and type (change path to Unity.exe and path to project folder to your own):
// C:/Program Files/Unity/Editor/Unity.exe -quit -batchmode -projectPath "C:/Path/To/Project/Folder" -executeMethod SimpleBuilder.Build
//
// Also check https://support.unity3d.com/hc/en-us/articles/115000368846 for more examples on making custom build scripts.
//
static void Build()
{
Console.WriteLine("Will start building project...");
#if !UNITY_5_5_OR_NEWER // 5.4 and below
// Unity 5.4 and below only has this way of building.
// You can remove this if your project isn't for Unity 5.4.
// Put all scenes to build here.
//
// The values just need to be paths to scene files,
// relative to the project's Assets folder.
// Example: "Assets/Scene.unity"
//
// The build will fail if you put in a scene that
// doesn't exist in your project.
var scenes = new[] {"Assets/Scene.unity"};
// Destination of build
//
// Set this to whatever you want.
//
// Take note that in some build platforms, you have to specify the
// path only to a folder, without the executable filename.
var buildLocation = "C:/Path/To/Build.exe";
// Platform of the build
//
// Set this to whatever you want.
// See https://docs.unity3d.com/ScriptReference/BuildTarget.html for all possible values.
var buildTarget = BuildTarget.StandaloneWindows;
// Extra options you may want to turn on.
//
// See https://docs.unity3d.com/ScriptReference/BuildOptions.html for all possible values.
// This enum is a flag type, so you can assign more than one value.
// For example, use:
// buildPlayerOptions.options = BuildOptions.Development | BuildOptions.CompressWithLz4;
// If you want both a development build and use LZ4 type of compression at the same time.
var buildOptions = BuildOptions.None;
// Finally, do the build.
var result = BuildPipeline.BuildPlayer(scenes, buildLocation, buildTarget, buildOptions);
Console.WriteLine("Finished building project:" + result);
// You can optionally pass a 4th parameter to BuildReportTool.ReportGenerator.CreateReport(),
// a string specifying a custom Editor log path.
//
// If you need the path relative to your project folder's Assets path, use:
// UnityEngine.Application.dataPath (https://docs.unity3d.com/ScriptReference/Application-dataPath.html)
//
// If you need the path relative from the Unity Editor exe file, use:
// UnityEditor.EditorApplication.applicationPath (https://docs.unity3d.com/ScriptReference/EditorApplication-applicationPath.html)
//
// If you need the command line arguments, use:
// System.Environment.GetCommandLineArgs() (https://docs.microsoft.com/en-us/dotnet/api/system.environment.getcommandlineargs)
//
var pathToBuildReport = BuildReportTool.ReportGenerator.CreateReport(scenes, buildLocation, buildTarget);
if (!string.IsNullOrEmpty(pathToBuildReport))
{
// the 0 indicates a successful exit with no errors
EditorApplication.Exit(0);
}
else
{
// the 1 indicates an error
EditorApplication.Exit(1);
}
#else
// In Unity 5.5 and above, BuildPipeline.BuildPlayer now allows the use
// of a struct called BuildPlayerOptions, so you can prepare the values
// more neatly before building.
BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
// EditorBuildSettings.scenes is an array that contains all the
// scenes included for the build, as it was configured in the project.
// Since I will be using that array, I check if it's empty first.
if (EditorBuildSettings.scenes.Length == 0)
{
// No scenes to build! Aborting.
// the 1 indicates an error
EditorApplication.Exit(1);
return;
}
// Put all scenes to build here.
//
// In this example, I'm only adding the first scene,
// but you can change this to whatever you want.
//
// buildPlayerOptions.scenes is a string array,
// and the values just need to be paths to scene files,
// relative to the project's Assets folder.
// Example: "Assets/Scenes/TestScene.unity"
buildPlayerOptions.scenes = new[] {EditorBuildSettings.scenes[0].path};
// Destination of build
// Set this to whatever you want.
//
// Take note that in some build platforms, you have to specify the
// path only to a folder, without the executable filename.
buildPlayerOptions.locationPathName = "C:/Path/To/Build.exe";
// Platform of the build
// Set this to whatever you want.
// See https://docs.unity3d.com/ScriptReference/BuildTarget.html for all possible values.
buildPlayerOptions.target = BuildTarget.StandaloneWindows64;
// Extra options you may want to turn on.
//
// See https://docs.unity3d.com/ScriptReference/BuildOptions.html for all possible values.
// This enum is a flag type, so you can assign more than one value.
// For example, use:
// buildPlayerOptions.options = BuildOptions.Development | BuildOptions.CompressWithLz4;
// If you want both a development build and use LZ4 type of compression at the same time.
buildPlayerOptions.options = BuildOptions.None;
// Finally, do the build.
var result = BuildPipeline.BuildPlayer(buildPlayerOptions);
// In Unity 2017 and below, result is simply a string.
// In Unity 2018, result is a UnityEditor.Build.Reporting.BuildReport (a class).
// See https://docs.unity3d.com/ScriptReference/Build.Reporting.BuildReport.html
// if you want to output specific parts of the build result to the console.
// For example, if there are build errors, you can output
// result.summary.totalErrors to show the number of errors.
Console.WriteLine("Finished building project: " + result);
// You can optionally pass a 2nd parameter to BuildReportTool.ReportGenerator.CreateReport(),
// a string specifying a custom Editor log path.
//
// If you need the path relative to your project folder's Assets path, use:
// UnityEngine.Application.dataPath (https://docs.unity3d.com/ScriptReference/Application-dataPath.html)
//
// If you need the path relative from the Unity Editor exe file, use:
// UnityEditor.EditorApplication.applicationPath (https://docs.unity3d.com/ScriptReference/EditorApplication-applicationPath.html)
//
// If you need the command line arguments, use:
// System.Environment.GetCommandLineArgs() (https://docs.microsoft.com/en-us/dotnet/api/system.environment.getcommandlineargs)
//
var pathToBuildReport = BuildReportTool.ReportGenerator.CreateReport(buildPlayerOptions);
if (!string.IsNullOrEmpty(pathToBuildReport))
{
// the 0 indicates a successful exit with no errors
EditorApplication.Exit(0);
}
else
{
// the 1 indicates an error
EditorApplication.Exit(1);
}
#endif
}
}