Files
unitytest/Assets/Editor/UnityBuild.cs
T
2026-06-23 00:53:30 +09:30

50 lines
1.2 KiB
C#

using UnityEditor;
using UnityEditor.Build.Reporting;
using System.Linq;
public static class BuildScript
{
public static void Windows()
{
Build(BuildTarget.StandaloneWindows64, "Builds/Windows");
}
public static void Android()
{
Build(BuildTarget.Android, "Builds/Android");
}
public static void Mac()
{
Build(BuildTarget.StandaloneOSX, "Builds/Mac");
}
public static void iOS()
{
Build(BuildTarget.iOS, "Builds/iOS");
}
private static void Build(BuildTarget target, string outputPath)
{
UnityEngine.Debug.Log("### Inside Unity ###");
UnityEngine.Debug.Log(target);
UnityEngine.Debug.Log(outputPath);
var scenes = EditorBuildSettings.scenes
.Where(s => s.enabled)
.Select(s => s.path)
.ToArray();
var report = BuildPipeline.BuildPlayer(
scenes,
outputPath,
target,
BuildOptions.None
);
if (report.summary.result != BuildResult.Succeeded)
{
throw new System.Exception("Build failed: " + report.summary.result);
}
}
}