public static string BuildPlayer (BuildPlayerOptions buildPlayerOptions);

Parameters

buildPlayerOptionsProvide various options to control the behavior of BuildPipeline.BuildPlayer.

Returns

string A BuildReport giving build process information.

Description

Builds a player.

Use this function to programatically create a build of your project. Note that any references to GameObjects acquired in the editor script before the BuildPlayer call will be invalid after it and will need to be reacquired.

using UnityEditor;
using UnityEngine;
using UnityEditor.Build.Reporting;

// Output the build size or a failure depending on BuildPlayer.

public class BuildPlayerExample : MonoBehaviour { [MenuItem("Build/Build iOS")] public static void MyBuild() { BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); buildPlayerOptions.scenes = new[] { "Assets/Scene1.unity", "Assets/Scene2.unity" }; buildPlayerOptions.locationPathName = "iOSBuild"; buildPlayerOptions.target = BuildTarget.iOS; buildPlayerOptions.options = BuildOptions.None;

BuildReport report = BuildPipeline.BuildPlayer(buildPlayerOptions); BuildSummary summary = report.summary;

if (summary.result == BuildResult.Succeeded) { Debug.Log("Build succeeded: " + summary.totalSize + " bytes"); }

if (summary.result == BuildResult.Failed) { Debug.Log("Build failed"); } } }

public static string BuildPlayer (string[] levels, string locationPathName, BuildTarget target, BuildOptions options);
public static string BuildPlayer (EditorBuildSettingsScene[] levels, string locationPathName, BuildTarget target, BuildOptions options);

Parameters

levelsThe scenes to be included in the build. If empty, the currently open scene will be built. Paths are relative to the project folder (Assets/MyLevels/MyScene.unity).
locationPathNameThe path where the application will be built.
targetThe BuildTarget to build.
optionsAdditional BuildOptions, like whether to run the built player.

Returns

string An error message if an error occurred.

Description

Builds a player. These overloads are still supported, but will be replaced. Please use BuildPlayer (BuildPlayerOptions buildPlayerOptions) instead.