| scene | 当前正在处理的场景。 | 
| report | 包含关于当前构建信息的报告。在编辑器播放模式下调用此回调以加载场景时,此参数将为 null。 | 
实现此函数以在构建期间接收每个场景的回调。
        
                    This callback is invoked during Player and AssetBundle builds, and also as a scene is reloaded while entering Editor playmode.
                    BuildPipeline.isBuildingPlayer can be used to determine in which context the callback is being called.
 
                    See Also: BuildPipeline.BuildPlayer, BuildPipeline.BuildAssetBundles.
                
      
using UnityEditor; using UnityEditor.Build; using UnityEditor.Build.Reporting; using UnityEngine;
class MyCustomBuildProcessor : IProcessSceneWithReport { public int callbackOrder { get { return 0; } } public void OnProcessScene(UnityEngine.SceneManagement.Scene scene, BuildReport report) { Debug.Log("MyCustomBuildProcessor.OnProcessScene " + scene.name); } }