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ビルドのパターンを定義して一発で出力する

Posted at

環境

 Unity5.3.2f1にて動作確認

前書き

 開発用・テスト用・リリース用などビルドの設定を手動で変更するのが面倒だったのでパターンを定義して一発で出力する方法を調べました。

やりたいこと

  • ビルドを出力したい > BuildPipeline.BuildPlayerを使う
  • ビルド時のオプションを変更したい > BuildOptionsを使う
  • シンボル定義を変更したい > PlayerSettings.SetScriptingDefineSymbolsForGroupを使う

サンプル

 Standaloneビルド用のサンプルです。

CustomBuild.cs
using UnityEngine;
using UnityEditor;
using System.Linq;
using System;

public class CustomBuild : MonoBehaviour {

    enum BuildPattern {
        RELEASE,
        TEST,
        DEV
    }

    const string BUILD_SYMBOL_FOR_RELEASE = "RELEASE";
    const string BUILD_SYMBOL_FOR_TEST = "TEST";
    const string BUILD_SYMBOL_FOR_DEV = "DEV";

    const BuildOptions BUILD_OPTION_FOR_RELEASE = BuildOptions.None;
    const BuildOptions BUILD_OPTION_FOR_TEST = BuildOptions.AllowDebugging;
    const BuildOptions BUILD_OPTION_FOR_DEV = BuildOptions.AllowDebugging | BuildOptions.Development;

    [MenuItem("Build/Release")]
    static void DoCustomBuildForRelease() { OutputBuild(BuildPattern.RELEASE); }
    [MenuItem("Build/Test")]
    static void DoCustomBuildForTest() { OutputBuild(BuildPattern.TEST); }
    [MenuItem("Build/Dev")]
    static void DoCustomBuildForDev() { OutputBuild(BuildPattern.DEV); }
    [MenuItem("Build/ALL")]
    static void DoCustomBuildALL() { foreach(BuildPattern p in Enum.GetValues(typeof(BuildPattern))) OutputBuild(p); }

    static BuildOptions GetBuildOptions(BuildPattern pattern) {
        switch (pattern) {
            case BuildPattern.RELEASE: return BUILD_OPTION_FOR_RELEASE;
            case BuildPattern.TEST: return BUILD_OPTION_FOR_TEST;
            case BuildPattern.DEV: return BUILD_OPTION_FOR_DEV;
            default: throw new Exception("想定外のBuildPattern:" + pattern);
        }
    }

    static string GetBuildSymbols(BuildPattern pattern) {
        switch (pattern) {
            case BuildPattern.RELEASE: return BUILD_SYMBOL_FOR_RELEASE;
            case BuildPattern.TEST: return BUILD_SYMBOL_FOR_TEST;
            case BuildPattern.DEV: return BUILD_SYMBOL_FOR_DEV;
            default: throw new Exception("想定外のBuildPattern:" + pattern);
        }
    }

    static void OutputBuild(BuildPattern pattern) {
        // ビルドシンボル設定
        PlayerSettings.SetScriptingDefineSymbolsForGroup(
            BuildTargetGroup.Standalone,
            GetBuildSymbols(pattern));

        // ビルド出力先パス生成
        string outputPath =
            pattern.ToString() + "_" + DateTime.Now.ToString("yyyyMMdd_HHmm") + "/" +
            PlayerSettings.productName + ".exe";

        // ビルド出力
        BuildPipeline.BuildPlayer(
            EditorBuildSettings.scenes.Select(s => s.path).ToArray(),
            "_Builds/" + outputPath,
            BuildTarget.StandaloneWindows64,
            GetBuildOptions(pattern)
            );
    }
}

あとがき

 同じ要領でプラットフォームを切り替えることもできます。

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