As seen below, you can create two scripts: AndoidBuilder.cs (Assets/Editor/Builders/AndroidBuilder.cs) and iOSBuilder.cs (Assets/Editor/Builders/iOSBuilder.cs): The class also doesn’t need to extend any Unity class - the only requirement is that static functions are used.įor example, you want three different builders for Android, AndroidTest and iOS and use the command line (or auto build system) to create them automatically. These methods have to be inside a script file located in an Editor folder, for example Assets/Editor/Builders/AndroidBuilder.cs. For more information, see the Unity Cloud Build documentation.Īlternatively, you can create a method to make build validations, change settings and build different players. You can do this with Unity Cloud Build, which supports a lot of settings for getting multiple builds for different scenarios. Unity doesn’t support this feature by itself, so you must create different build scripts to support custom settings. For example, if the project uses Custom Defines by using PlayerSettings.SetScriptingDefineSymbolsForGroup, you may want to disable this feature for a particular test build but enable it for the production build. Unity builds different players but uses some similar global settings for all of them.
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