提供各种选项以控制 BuildPipeline.BuildPlayer 的行为。
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 | 清单文件(用于描述构建中使用的所有资源包)的路径(可选)。 |
extraScriptingDefines | User-specified preprocessor defines used while compiling assemblies for the player. |
locationPathName | 要构建应用程序的路径。 |
options | 其他 BuildOptions,例如是否运行已构建的播放器。 |
scenes | The Scenes to be included in the build. |
subtarget | The Subtarget to build. |
target | 要构建的 BuildTarget。 |
targetGroup | 要构建的 BuildTargetGroup。 |