「Unity/Editor/プレイヤービルド」の版間の差分
提供: 初心者エンジニアの簡易メモ
(ページの作成:「Assets/Editor/BuildPlayerExample.cs <pre> using UnityEditor; using UnityEngine; using UnityEditor.Build.Reporting; public class BuildPlayerExample : MonoBehaviour { [...」) |
|||
行10: | 行10: | ||
{ | { | ||
BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); | BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); | ||
− | buildPlayerOptions.scenes = new[] { "Assets/Scenes/SampleScene.unity" | + | buildPlayerOptions.scenes = new[] { "Assets/Scenes/SampleScene.unity" }; |
− | buildPlayerOptions.locationPathName = "WebGLBuild"; | + | buildPlayerOptions.locationPathName = "WebGLBuild"; // 生成されるビルドのディレクトリ名 |
buildPlayerOptions.target = BuildTarget.WebGL; | buildPlayerOptions.target = BuildTarget.WebGL; | ||
buildPlayerOptions.options = BuildOptions.None; | buildPlayerOptions.options = BuildOptions.None; |
2021年8月3日 (火) 17:54時点における版
Assets/Editor/BuildPlayerExample.cs
using UnityEditor; using UnityEngine; using UnityEditor.Build.Reporting; public class BuildPlayerExample : MonoBehaviour { [MenuItem("Build/Build WebGL")] public static void MyBuild() { BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); buildPlayerOptions.scenes = new[] { "Assets/Scenes/SampleScene.unity" }; buildPlayerOptions.locationPathName = "WebGLBuild"; // 生成されるビルドのディレクトリ名 buildPlayerOptions.target = BuildTarget.WebGL; buildPlayerOptions.options = BuildOptions.None; BuildReport report = BuildPipeline.BuildPlayer(buildPlayerOptions); BuildSummary summary = report.summary; if (summary.result == BuildResult.Succeeded) { Debug.Log("Build succeeded: " + summary.totalSize + " bytes"); } if (summary.result == BuildResult.Failed) { Debug.Log("Build failed"); } } }