「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 { [...」) |
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| 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");
}
}
}
