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Proper usage of EditorUserBuildSettings and BuildOptions

Hey all,

I'm trying to automate our build process here a little, and I'm not sure I truly understand the proper usage of EditorUserBuildSettings and BuildOptions. Here is a very basic implementation of what I am trying to achieve, hopefully it is enough to get my point across:

Note: it should be implied that for this example I am functioning under iOS build settings.

    EditorUserBuildSettings.appendProject = true; //if we're building iOS, insure we're always appending and not building fresh every time.
    BuildOptions customBuildOptions =  EditorUserBuildSettings.architectureFlags;
    BuildTarget customBuildTarget=EditorUserBuildSettings.activeBuildTarget;
    string savepath = EditorUtility.SaveFolderPanel("Build "+customBuildTarget,        EditorUserBuildSettings.GetBuildLocation(customBuildTarget), "");

    if(savepath.Length != 0)
    {
        string dir=System.IO.Path.GetDirectoryName(savepath); //get build directory
        string[] scenes=new string[EditorBuildSettings.scenes.Length];

        for(int i=0;i < EditorBuildSettings.scenes.Length; ++i)
        {
            scenes[i]=EditorBuildSettings.scenes[i].path.ToString();
        }

        //////
        // Do some preprocess stuff right here
        //////

        EditorUserBuildSettings.SetBuildLocation(customBuildTarget,dir); //store new location for this type of build            
        BuildPipeline.BuildPlayer(scenes, savepath, BuildTarget.iPhone, customBuildOptions);

        //////
        // Do some posprocess stuff right here
        //////

    }

My expectations are that the XCode project will be appended - however it does not seem like that is the case, it writes a fresh project to my specified directory every time I run the script.

I tried scouring the docs but, as with most of the Editor API, documentation is really non-existant and lacking any form of example.

Thanks in advance

==

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asked May 11, 2012 at 08:13 PM

equalsequals gravatar image

equalsequals
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1 answer: sort voted first

for this particular script, I think you could add this line up top:

EditorUserBuildSettings.architectureFlags = EditorUserBuildSettings.architectureFlags | BuildOptions.AcceptExternalModificationsToPlayer;
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answered Jun 28, 2013 at 07:34 PM

Matt(Trip)Maker gravatar image

Matt(Trip)Maker
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asked: May 11, 2012 at 08:13 PM

Seen: 1627 times

Last Updated: Jun 28, 2013 at 07:34 PM