最終更新:2019-02-07 (木) 17:25:17 (1895d)  

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

  • 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?
    scenesThe 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?
    targetGroupThe BuildTargetGroup? to build.