BuildReport API 可为您提供有关 Unity 构建过程的信息。
BuildReport 对象由 BuildPipeline.BuildPlayer 返回,并且可用于发现有关文件输出、采取的构建步骤,以及本机代码剥离等其他特定于平台的信息。
For AssetBundle builds the BuildReport is available by calling GetLatestReport immediately after calling BuildPipeline.BuildAssetBundles.
using System.IO; using System.Linq; using System.Text; using UnityEditor; using UnityEditor.Build; using UnityEditor.Build.Reporting; using UnityEngine;
public class BuildReportExample { [MenuItem("Example/Build AssetBundle")] static public void BuildBundles() { string buildOutputDirectory = "BuildOutput"; if (!Directory.Exists(buildOutputDirectory)) Directory.CreateDirectory(buildOutputDirectory);
var bundleDefinitions = new AssetBundleBuild[] { new AssetBundleBuild() { assetBundleName = "MyBundle", assetNames = new string[] { "Assets/Scenes/SampleScene.unity" } } };
BuildPipeline.BuildAssetBundles( buildOutputDirectory, bundleDefinitions, BuildAssetBundleOptions.ForceRebuildAssetBundle, EditorUserBuildSettings.activeBuildTarget);
BuildReport report = BuildReport.GetLatestReport(); if (report != null) { var sb = new StringBuilder(); sb.AppendLine("Build result : " + report.summary.result); sb.AppendLine("Build size : " + report.summary.totalSize + " bytes"); sb.AppendLine("Build time : " + report.summary.totalTime); sb.AppendLine("Error summary : " + report.SummarizeErrors()); sb.Append(LogBuildReportSteps(report)); sb.AppendLine(LogBuildMessages(report)); Debug.Log(sb.ToString()); } else { // Certain errors like invalid input can fail the build immediately, with no BuildReport written Debug.Log("AssetBundle build failed"); } }
public static string LogBuildReportSteps(BuildReport buildReport) { var sb = new StringBuilder();
sb.AppendLine($"Build steps: {buildReport.steps.Length}"); int maxWidth = buildReport.steps.Max(s => s.name.Length + s.depth) + 3; foreach (var step in buildReport.steps) { string rawStepOutput = new string('-', step.depth + 1) + ' ' + step.name; sb.AppendLine($"{rawStepOutput.PadRight(maxWidth)}: {step.duration:g}"); } return sb.ToString(); }
public static string LogBuildMessages(BuildReport buildReport) { var sb = new StringBuilder(); foreach (var step in buildReport.steps) { foreach (var message in step.messages) // If desired, this logic could ignore any Info or Warning messages to focus on more serious messages sb.AppendLine($"[{message.type}] {message.content}"); }
string messages = sb.ToString(); if (messages.Length > 0) return "Messages logged during Build:\n" + messages; else return ""; } }
// For the purpose of demonstration, this callback logs different types of errors and forces a build failure [BuildCallbackVersion(1)] class MyTroublesomeBuildCallback : IProcessSceneWithReport { public int callbackOrder { get { return 0; } } public void OnProcessScene(UnityEngine.SceneManagement.Scene scene, BuildReport report) { Debug.Log("MyTroublesomeBuildCallback called for " + scene.name); Debug.LogError("Logging an error");
throw new BuildFailedException("Forcing the build to stop"); } }
packedAssets | 构建过程生成的所有 PackedAssets 的数组。 |
scenesUsingAssets | An optional array of ScenesUsingAssets generated by the build process if BuildOptions.DetailedBuildReport was used during the build. |
steps | 构建过程中发生的所有 BuildStep 的数组。 |
strippingInfo | 用于构建的 StrippingInfo 对象。 |
summary | BuildSummary 包含关于构建过程的总体统计信息和数据。 |
GetFiles | Returns an array of all the files output by the build process. |
SummarizeErrors | Returns a string summarizing any errors that occurred during the build |
GetLatestReport | Return the build report generated by the most recent Player or AssetBundle build |
GetInstanceID | Gets the instance ID of the object. |
ToString | 返回对象的名称。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |
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