Version: 1.3
LanguageEnglish
  • C#

BuildPipeline

class in UnityEditor

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Description

Lets you programmatically build players or AssetBundles which can be loaded from the web.

Static Properties

isBuildingPlayerIs a player currently being built?

Static Methods

BuildAssetBundlesBuild AssetBundles.
BuildCanBeAppendedChecks if Unity can append the build.
BuildPlayerBuilds a player.
GetBuildTargetNameGiven a BuildTarget will return the well known string representation for the build target platform.
GetCRCForAssetBundleExtract the crc checksum for the given AssetBundle.
GetHashForAssetBundleExtract the hash for the given AssetBundle.
GetPlaybackEngineDirectoryReturns the path of a player directory. For ex., Editor\Data\PlaybackEngines\AndroidPlayer.
GetPlayerConnectionInitiateModeReturns the mode currently used by players to initiate a connect to the host.
IsBuildTargetSupportedReturns true if the specified build target is currently available in the Editor.
SetAssetBundleEncryptKeySet EncryptKey before Bulding assetbundles when the BuildAssetBundleOptions.EnableProtection is Enabled.
WriteBootConfigWrites out a "boot.config" file that contains configuration information for the very early stages of engine startup.