最終更新:2019-02-07 (木) 17:25:17 (1877d)
BuildPipeline.BuildPlayer
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public static Build.Reporting.BuildReport? BuildPlayer? (BuildPlayerOptions? buildPlayerOptions?);
https://docs.unity3d.com/jp/current/ScriptReference/BuildPipeline.BuildPlayer.html
変更
- Unity 2018.1より、BuildPipeline?.BuildPlayer?のAPIが更新
- 戻り値がstringではなく、Build.Reporting.BuildReport?を返却するようになった
- https://blog.applibot.co.jp/2018/08/31/buildplayer-unity-201801/
Unity 2018.1
public static Build.Reporting.BuildReport? BuildPlayer? (BuildPlayerOptions? buildPlayerOptions?); public static Build.Reporting.BuildReport? BuildPlayer? (string[] levels, string locationPathName?, BuildTarget? target, BuildOptions? options); public static Build.Reporting.BuildReport? BuildPlayer? (EditorBuildSettingsScene?[] levels, string locationPathName?, BuildTarget? target, BuildOptions? options);
Unity 2017.4
public static string BuildPlayer? (BuildPlayerOptions? buildPlayerOptions?); public static string BuildPlayer? (string[] levels, string locationPathName?, BuildTarget? target, BuildOptions? options); public static string BuildPlayer? (EditorBuildSettingsScene?[] levels, string locationPathName?, BuildTarget? target, BuildOptions? options);
BuildPlayerOptions?
assetBundleManifestPath? The path to an manifest file describing all of the asset bundles used in the build (optional). locationPathName? 成果物の保存先のパス options ビルドしたプレイヤーを実行するか、などの追加の BuildOptions? scenes The 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). target ビルドする BuildTarget? targetGroup The BuildTargetGroup? to build.