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// Build Maker
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// For making iOS and Android builds automatically at default paths outside project folder
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// Default Path for iOS build is /Users/${UserName}/Documents/_Builds/${Product Name}/iOS Build
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// Default Path for Android build is ${UserName}/Documents/_Builds/${Product Name}/Android Build
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// Only active scenes in build settings are included in build
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// No need to create any folders all folders will be created automatically
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// If build already exists no need to delete, it will Append existing build for iOS
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// If APK already exists with the same version it will be deleted and new build will be generated
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// If build is completed succesfully respective folders are automatically opened
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// Shortcut key for Generating iOS Build => Cmd + Shift + i
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// Shortcut key opening Build Path => Cmd + Shift + o
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using System;
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using System.IO;
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using UnityEngine;
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.Build.Reporting;
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#endif
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namespace HGR.Utils
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{
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public static class BuildMaker
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{
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#if UNITY_EDITOR
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//===================================================
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// FIELDS
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//===================================================
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private static string _version = $"{PlayerSettings.bundleVersion}";
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//===================================================
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// METHODS
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//===================================================
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/// <summary>
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/// Method return the Build path according to the OS.
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/// </summary>
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/// <param name="target">The Build Target type passed.</param>
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/// <returns>A string of the whole path</returns>
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private static string GetBuildPath(BuildTarget target, bool server)
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{
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string path = System.Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments);
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//One check only for MacOSX because on MAC the Documents folder is inside the path returned by the above statement
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if(SystemInfo.operatingSystemFamily.Equals(OperatingSystemFamily.MacOSX))
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path += "/Documents";
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if(!Directory.Exists(path + "/_Builds"))
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Directory.CreateDirectory(path + "/_Builds");
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if(!Directory.Exists(path + "/_Builds/" + PlayerSettings.productName))
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Directory.CreateDirectory(path + "/_Builds/" + PlayerSettings.productName);
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path += "/_Builds/" + PlayerSettings.productName;
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switch(target)
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{
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case BuildTarget.StandaloneWindows64:
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if(server)
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{
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if(!Directory.Exists(path + "/Server Build"))
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Directory.CreateDirectory(path + "/Server Build");
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else
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{
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Directory.Delete(path + "/Server Build", true);
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Directory.CreateDirectory(path + "/Server Build");
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}//else end
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path += "/Server Build";
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}//if end
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else
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{
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if(!Directory.Exists(path + "/Standalone Build"))
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Directory.CreateDirectory(path + "/Standalone Build");
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else
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{
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Directory.Delete(path + "/Standalone Build", true);
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Directory.CreateDirectory(path + "/Standalone Build");
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}//else end
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path += "/Standalone Build";
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}//else end
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break;
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case BuildTarget.Android:
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if(!Directory.Exists(path + "/Android Build"))
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Directory.CreateDirectory(path + "/Android Build");
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path += "/Android Build";
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break;
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}//switch end
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return path;
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}//GetBuildPath() end
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/// <summary>
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/// Method finds and returns the active scenes in build settings.
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/// </summary>
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/// <returns>Return an array of the currently active scenes.</returns>
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private static string[] GetActiveScenes()
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{
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List<string> scenes = new();
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foreach(EditorBuildSettingsScene scene in EditorBuildSettings.scenes)
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{
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if(scene.enabled)
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scenes.Add(scene.path);
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}//loop end
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return scenes.ToArray();
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}//GetBuildScenes() end
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/// <summary>
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/// Method opens the OS explorer according to the path passed.
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/// </summary>
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/// <param name="path">The path to open.</param>
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private static void OpenInExplorer(string path) => EditorUtility.RevealInFinder(path);
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[MenuItem("Build/Generate Standalone Build")]
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private static void GenerateStandaloneBuild()
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{
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if(EditorUtility.DisplayDialog("BUILD MAKER", "Do you want to Generate Standalone Build?.", "Yes", "No"))
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MakeStandaloneBuild();
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}//GenerateAndroidBuild() end
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private static void MakeStandaloneBuild()
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{
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string path = GetBuildPath(BuildTarget.StandaloneWindows64, false);
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string name = path + $"/{PlayerSettings.productName}.exe";
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BuildPlayerOptions buildPlayerOptions = new()
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{
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scenes = GetActiveScenes(),
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locationPathName = name,
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target = BuildTarget.StandaloneWindows64,
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subtarget = (int)StandaloneBuildSubtarget.Player,
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options = BuildOptions.None
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};
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BuildReport report = BuildPipeline.BuildPlayer(buildPlayerOptions);
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BuildSummary summary = report.summary;
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if(summary.result == BuildResult.Succeeded)
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{
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OpenInExplorer(path);
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Debug.Log("Standalone Build Generated Successfully to path\n" + path);
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}//if end
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}//MakeStandaloneBuild() end
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[MenuItem("Build/Generate Server Build %#s")]
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private static void GenerateServerBuild()
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{
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if(EditorUtility.DisplayDialog("BUILD MAKER", "Do you want to Generate Server Build?.", "Yes", "No"))
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MakeServerBuild();
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}//GenerateAndroidBuild() end
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private static void MakeServerBuild()
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{
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string path = GetBuildPath(BuildTarget.StandaloneWindows64, true);
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string name = path + $"/{PlayerSettings.productName}.exe";
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BuildPlayerOptions buildPlayerOptions = new()
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{
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scenes = GetActiveScenes(),
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locationPathName = name,
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target = BuildTarget.StandaloneWindows64,
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subtarget = (int)StandaloneBuildSubtarget.Server,
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options = BuildOptions.None
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};
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BuildReport report = BuildPipeline.BuildPlayer(buildPlayerOptions);
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BuildSummary summary = report.summary;
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if(summary.result == BuildResult.Succeeded)
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{
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CreateLaunchFile(path);
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Debug.Log("Server Build Generated Successfully to path\n" + path);
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// MakeAndroidBuild();
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}//if end
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}//MakeAndroidBuild() end
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private static void CreateLaunchFile(string path)
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{
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path += "/Launch.bat";
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string dq = "\"";
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string bs = @"\";
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string command = $"start cmd /k {dq}.{bs}{PlayerSettings.productName}.exe -batchmode -nographics -logFile output.log{dq}";
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if (!File.Exists(path))
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File.WriteAllText(path, command);
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OpenInExplorer(path);
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EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android);
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}//CreateLaunchFile() end
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[MenuItem("Build/Generate Android Build %#a")]
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private static void GenerateAndroidBuild()
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{
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if(EditorUtility.DisplayDialog("BUILD MAKER", "Do you want to Generate Android Build?.", "Yes", "No"))
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MakeAndroidBuild();
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}//GenerateAndroidBuild() end
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/// <summary>
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/// Method Generates an Android Platform Build.
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/// </summary>
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private static void MakeAndroidBuild()
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{
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string BuildPath = GetBuildPath(BuildTarget.Android, false);
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string BuildName = BuildPath + "/" + PlayerSettings.productName + " v" + _version + ".apk";
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//if same version apk exists then delete it
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if(File.Exists(BuildName))
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File.Delete(BuildName);
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BuildPlayerOptions buildPlayerOptions = new()
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{
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scenes = GetActiveScenes(),
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locationPathName = BuildName,
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target = BuildTarget.Android,
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options = BuildOptions.None
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};
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BuildReport report = BuildPipeline.BuildPlayer(buildPlayerOptions);
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BuildSummary summary = report.summary;
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if(summary.result == BuildResult.Succeeded)
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{
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OpenInExplorer(BuildName);
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Debug.Log("Build Generated Successfully for Android Platform to path\n" + BuildPath);
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}//if end
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}//MakeAndroidBuild() end
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/// <summary>
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/// Method open the path at which the build has been generated.
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/// </summary>
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[MenuItem("Build/Open Build Path %#o")]
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private static void OpenBuildPath()
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{
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string BuildPath = string.Empty;
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switch(EditorUserBuildSettings.activeBuildTarget)
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{
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case BuildTarget.Android:
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BuildPath = GetBuildPath(BuildTarget.Android, false);
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if(File.Exists(BuildPath + "/" + PlayerSettings.productName + " v" + _version+ ".apk"))
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{
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OpenInExplorer(BuildPath + "/" + PlayerSettings.productName + " v" + _version + ".apk");
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return;
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}//if end
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break;
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}//switch end
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OpenInExplorer(BuildPath);
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}//OpenBuildPath() end
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#endif
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}//class end
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}//namespace end
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