ドキュメント

Unity Engine

Unity Engine

PrepareForBuild(BuildPlayerContext)

Implement this function to receive a callback before a Player build starts.
読み終わるまでの所要時間 1 分最終更新 21日前

Definition

public abstract void PrepareForBuild(BuildPlayerContext buildPlayerContext)

Parameters

buildPlayerContext

The context for the scheduled Player build.

Remarks

You can use this function to customize the build before Unity starts building the Player. For example, the following code example demonstrates how to include streaming assets in the Player build without placing them in your project's
StreamingAssets
folder.
This callback is a good place to confirm that the project is configured correctly before the build starts, and to fail the build early if a required setting is missing. Give validation callbacks a low IOrderedCallback.callbackOrder value so they run before other
PrepareForBuild
callbacks.
To fail the build from this callback, throw a BuildFailedException. It reports a clear message without a call stack.
Unlike IPreprocessBuildWithContext, you can trigger a content-only build from this callback, for example by calling BuildPipeline.BuildContentDirectory. The Addressables package uses this callback to build content during a Player build.
For more information about build callbacks, refer to Use build callbacks.

Examples

class PrepareBuild : UnityEditor.Build.BuildPlayerProcessor{ public override void PrepareForBuild(UnityEditor.Build.BuildPlayerContext buildPlayerContext) { // Add data files to the Player build's StreamingAssets folder // Works for files located both inside and outside the Unity project buildPlayerContext.AddAdditionalPathToStreamingAssets("Assets/dataFromUnityProject.txt", "dataFromUnityProject.txt"); buildPlayerContext.AddAdditionalPathToStreamingAssets("C:/Temp/dataOutsideUnityProject.txt", "dataOutsideUnityProject.txt"); }}