Provide various options to control the behavior of BuildPipeline.BuildPlayer.
using UnityEditor; using UnityEngine;
public class BuildPlayerOptionsExample { [MenuItem("Build/Log Build Settings")] public static void MyBuild() { // Log some of the current build options retrieved from the Build Settings Window BuildPlayerOptions buildPlayerOptions = BuildPlayerWindow.DefaultBuildMethods.GetBuildPlayerOptions(new BuildPlayerOptions()); Debug.Log("BuildPlayerOptions\n" + "Scenes: " + string.Join(",", buildPlayerOptions.scenes) + "\n" + "Build location: " + buildPlayerOptions.locationPathName + "\n" + "Options: " + buildPlayerOptions.options + "\n" + "Target: " + buildPlayerOptions.target); } }
| assetBundleManifestPath | The path to an manifest file describing all of the asset bundles used in the build (optional). |
| extraScriptingDefines | User-specified preprocessor defines used while compiling assemblies for the player. |
| 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. |
| subtarget | The Subtarget to build. |
| target | ビルドする BuildTarget |
| targetGroup | The BuildTargetGroup to build. |