Editor Script: Build for multiple platforms at once.
I have an application that exists to be deployed on multiple different devices. One is an android tablet, the others are windows standalones but need to have different player settings. Here's a...
View ArticleDetect compilation errors in Editor script?
Hello, I have a custom editor script that creates an android build which takes around 5-10 minutes to compile. Does anybody know if there is a way to detect C# compilation errors in an Editor script so...
View ArticleBuildAssetBundle no longer takes 6 arguments in Unity4
Does anyone know why this is the case now? We used to have an option to include build options for compressed or uncompressed with Unity 3.5. I noticed this while upgrading our project from Unity 3.5 to...
View ArticleBSoD on Build, Find Cause
Hi, when building one of my projects, Unity causes my pc to crash with a bsod. Now I know unity doesn't cause a crash in general or any other program does, but building this project crashes my pc due...
View ArticleWindows Phone 8 : changes in MainPage.xaml.cs
Hi all, I would like to handle phone rotation on Windows Phone (for some gameplay behaviour) but i don't want Unity to be allowed to rotate from landscape to portait. I either don't want to have a...
View ArticleCustom build pipeline that reimports all textures?
Hello everyone. I have a question about custom build pipeline. In our game, we made all the textures at very high quality. If we select a non compressed format ("RGBA 32 bit" for example), everything...
View ArticleHow to automatically edit and build a project by script?
Hello guys, I have a somewhat complex task to do, and I'd like some advice. I want to do (well, MY CUSTOMER wants me to do) a web-based Content Management System that will allow to interface the user...
View ArticleDeveloper Console doesn't show up when using BuildOptions.Developer
I'm currently attempting to simplify the build process for our project as follows: // Called from MenuItem functions.. public static void Build(bool server, bool client) { // Get the chosen directory,...
View ArticleUnity PreBuild Step for Custom Plugins
I've recently been exploring the creation of Class Libraries in order to create reusable chunks of code I can share with others. However, I have to copy new builds of the library to the plugins folder...
View ArticleWhy does building bundles cause unload unused assets to be called?
Currently building around 2000 bundles about which 500 are on the dependency stack (on the same level). The editor log is displaying an unload of unused assets on each bundle that's built. As I build...
View ArticleUnderstanding AssetBundles (WWW) BuildPipeline
I'm trying to get my head around Unity's AssetBundle class, which allows me to export assets, and then download and import them over the web. The issue I'm having is that my Unity project is for iOS,...
View ArticleAutomate exclusion of specific Android plugin from build?
I am working on a project which makes use of several Android plugins for various purposes. The game will be deployed to several different marketplaces which have different requirements so somehow it...
View ArticleHow to execute script in scene on build before static batch?
Ok, title is pretty long but I really need to do this thing.. I want this. Every time I build player for any platform, I want scripts to get executed before static batch in scene (I want to...
View ArticleBuilding a LiveWallpaper framework for easy release.
Hi there ! I am a graphic designer and have a very little understanding of programming and tech. I am planning on releasing Live Wallpapers using Unity and I will use freelancers help to develop a mini...
View ArticleHow to create Development(Debug) build with command line.
"S:\Unity4.6Beta\Editor\Unity.exe" -batchmode -buildWindowsPlayer S:/Test.exe is bypassing my Editor settings for Development build with Debug mode. Anyone know how to build Development build with...
View ArticleSwitchActiveBuildTarget vs. buildTarget
Scenario : started out using a modified version of http://wiki.unity3d.com/index.php?title=AutoBuilder but the same "SwitchActiveBuildTarget" was there. Have a post-processing script that's supposed to...
View ArticleCommand line flag to build WebGL
The manual outlines command line options here: http://docs.unity3d.com/Manual/CommandLineArguments.html but there is no mention of building a WebGL project. Has anyone found a flag to do such with the...
View Article[Closed]How to Build and Deploy to the Android device from the script
There's not any problem anymore, it started suddently working with my orginal code. :S Hi, I made automated building script and it builds the .apk file nicely. Now I would like if it would deploy it...
View ArticleHow to add a custom build step right before AoT comilation (iOS)
I'm trying to add a custom build step to do some post processing on the .NET binaries before they are AoT compiled. If possible, what is the best way to go about accomplishing this? I've tried using...
View ArticleBuild Asset Bundles and then build the player
I'm trying to make a asset bundle build before making the player one with the idea of excluding the assets inside the assetbundle on the player build. To make it possible I'm doing the following...
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