BuildScriptsOnly
Only build the scripts in a project.
Read time 2 minutesLast updated 4 days ago
Definition
- Type: Field
- Namespace: UnityEditor
- Assembly: UnityEditor
BuildScriptsOnly = 32768
Remarks
Before you can use , you need to build the whole Project. Then you can run builds that only have script changes. Rebuilding the player data will be skipped for faster iteration speed.
BuildScriptsOnlyPlatforms which support the incremental build pipeline will automatically run scripts only builds if Unity detects that the data files have not changed, even if is not used. You can still use to force a script only build and ignore any pending player data changes.
BuildScriptsOnlyBuildScriptsOnlyThe following script example uses . The script builds the entire Project initially. After you've run the script for the first time, you can use the script to only compile any changes you make to the script. To try this out, add the following Editor script and the game script to your project.
BuildScriptsOnlyusing UnityEditor;using UnityEngine;public class EditorExample : MonoBehaviour{ [MenuItem("Build/Build scripts")] public static void MyBuild() { BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); buildPlayerOptions.scenes = new[] { "Assets/scene.unity" }; buildPlayerOptions.locationPathName = "scriptBuilds"; buildPlayerOptions.target = BuildTarget.StandaloneOSX; // use these options for the first build buildPlayerOptions.options = BuildOptions.Development; // use these options for building scripts // buildPlayerOptions.options = BuildOptions.BuildScriptsOnly | BuildOptions.Development; BuildPipeline.BuildPlayer(buildPlayerOptions); }}
Attach the following simple script to an empty GameObject in the scene:
using UnityEngine;// Change the camera to the usual blue color and display a label.public class ExampleClass : MonoBehaviour{ private Camera cam; void Awake() { cam = Camera.main; cam.clearFlags = CameraClearFlags.SolidColor; } void OnGUI() { GUI.Label(new Rect(100, 100, 100, 50), "ExampleClass"); }}
Now run the example. This builds an executable. Run that executable and a dark blue window with the label appears. Next add some cubes and spheres to the Project. Make the following script changes:
Build/Build scriptsusing UnityEngine;public class ExampleClass : MonoBehaviour{ private Camera cam; // added line private float delay; void Awake() { delay = 0.0f; cam = Camera.main; cam.clearFlags = CameraClearFlags.SolidColor; } // added script code void FixedUpdate() { delay = delay + Time.deltaTime; if (delay > 0.5f) { cam.backgroundColor = new Color(0.0f, 0.0f, Random.Range(0.0f, 0.25f)); delay = 0.0f; } } void OnGUI() { GUI.Label(new Rect(100, 100, 100, 50), "ExampleClass"); }}
Finally, swap the commented lines in the script:
EditorExampleusing UnityEditor;using UnityEngine;public class EditorExample : MonoBehaviour{ [MenuItem("Build/Build scripts")] public static void MyBuild() { BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); buildPlayerOptions.scenes = new[] { "Assets/scene.unity" }; buildPlayerOptions.locationPathName = "scriptBuilds"; buildPlayerOptions.target = BuildTarget.StandaloneOSX; // use these options for the first build // buildPlayerOptions.options = BuildOptions.Development; // use these options for building scripts buildPlayerOptions.options = BuildOptions.BuildScriptsOnly | BuildOptions.Development; BuildPipeline.BuildPlayer(buildPlayerOptions); }}
Use the to regenerate the application and then launch it. The application will now show random changes to the background color. However the added cubes and spheres are not visible.
Build/Build scripts