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EditorUserBuildSettings.SwitchActiveBuildTargetAsync

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public static function SwitchActiveBuildTargetAsync(targetGroup: BuildTargetGroup, target: BuildTarget): bool;
public static bool SwitchActiveBuildTargetAsync(BuildTargetGroup targetGroup, BuildTarget target);

Parameters

targetGroup Target build platform.
target Build target group.

Returns

bool True if the build target was successfully switched, false otherwise (for example, if license checks fail, files are missing, or if the user has cancelled the operation via the UI).

Description

Select a new build target to be active during the next Editor update.

This function switches to the passed build target as the active build during the next Editor update. It has the same effect as changing the build target via the Build Player dialog in the Editor.

All script files and Assets that are affected by the current platform settings, are recompiled or reimported on the next Editor update when you change the currently active build target that this function returns. See SwitchActiveBuildTarget on how to immediately import Assets.

If the given target is a standalone target, calling SwitchActiveBuildTarget will also affect EditorUserBuildSettings.selectedStandaloneTarget.

Note: This function is not available when running the Editor in batch mode because changing the build target requires recompiling script code for the given target which cannot be done while your script code is executing. This is not a problem in in the Editor as the operation is deferred. However, batch mode will immediately exit after having executed the designated script code. Use the buildTarget command-line switch to specify a build target from batch mode.

#pragma strict
public class SwitchPlatformExample implements IActiveBuildTargetChanged {
	@MenuItem("Example/Switch Platform")
	public static function PerformSwitch() {
		// Switch to Windows standalone build.
		EditorUserBuildSettings.SwitchActiveBuildTargetAsync(BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows);
	}
	intcallbackOrder {
		return 0;
	}
	public function OnActiveBuildTargetChanged(previousTarget: BuildTarget, newTarget: BuildTarget) {
		Debug.Log("Active platform is now " + newTarget);
	}
}
using UnityEngine;
using UnityEditor;
using UnityEditor.Build;

public class SwitchPlatformExample : IActiveBuildTargetChanged { [MenuItem("Example/Switch Platform")] public static void PerformSwitch() { // Switch to Windows standalone build. EditorUserBuildSettings.SwitchActiveBuildTargetAsync(BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows); }

public int callbackOrder { get { return 0; } } public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget) { Debug.Log("Active platform is now " + newTarget); } }

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