struct in UnityEditor
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CloseProvide various options to control the behavior of BuildPipeline.BuildPlayer.
using UnityEditor; using UnityEngine;
public class BuildPlayerOptionsExample { [MenuItem("Build/Log Build Settings")] public static void MyBuild() { // Log some of the current build options retrieved from the Build Settings Window BuildPlayerOptions buildPlayerOptions = BuildPlayerWindow.DefaultBuildMethods.GetBuildPlayerOptions(new BuildPlayerOptions()); Debug.Log("BuildPlayerOptions\n" + "Scenes: " + string.Join(",", buildPlayerOptions.scenes) + "\n" + "Build location: " + buildPlayerOptions.locationPathName + "\n" + "Options: " + buildPlayerOptions.options + "\n" + "Target: " + buildPlayerOptions.target); } }
assetBundleManifestPath | The path to an manifest file describing all of the asset bundles used in the build (optional). |
extraScriptingDefines | User-specified preprocessor defines used while compiling assemblies for the player. |
locationPathName | The path where the application will be built. |
options | Additional BuildOptions, like whether to run the built player. |
scenes | The Scenes to be included in the build. |
subtarget | The Subtarget to build. |
target | The BuildTarget to build. |
targetGroup | The BuildTargetGroup to build. |