BuildOptions
enumeration
Description 描述
Building options. Multiple options can be combined together.
See Also: BuildPipeline.BuildPlayer.
Properties 属性
| None | Perform the specified build without any special settings or extra tasks. | ||
| Development | Build a development version of the player. | ||
| AutoRunPlayer | Run the built player. | ||
| ShowBuiltPlayer | Show the built player. | ||
| BuildAdditionalStreamedScenes | Build a compressed asset bundle that contains streamed Scenes loadable with the UnityWebRequest class. | ||
| AcceptExternalModificationsToPlayer | Used when building Xcode (iOS) or Eclipse (Android) projects. | ||
| ConnectWithProfiler | Start the player with a connection to the profiler in the editor. | ||
| AllowDebugging | Allow script debuggers to attach to the player remotely. | ||
| SymlinkLibraries | Symlink runtime libraries when generating iOS Xcode project. (Faster iteration time). | ||
| UncompressedAssetBundle | Don't compress the data when creating the asset bundle. | ||
| ConnectToHost | Sets the Player to connect to the Editor. | ||
| EnableHeadlessMode | Options for building the standalone player in headless mode. | ||
| BuildScriptsOnly | Only build the scripts in a Project. | ||
| PatchPackage | Patch a Development app package rather than completely rebuilding it.Supported platforms: | ||
| ForceEnableAssertions | Include assertions in the build. By default, the assertions are only included in development builds. | ||
| CompressWithLz4 | Use chunk-based LZ4 compression when building the Player. | ||
| CompressWithLz4HC | Use chunk-based LZ4 high-compression when building the Player. | ||
| StrictMode | Do not allow the build to succeed if any errors are reporting during it. | ||
| IncludeTestAssemblies | Build will include Assemblies for testing. | ||
| NoUniqueIdentifier | Will force the buildGUID to all zeros. | ||
| WaitForPlayerConnection | Sets the Player to wait for player connection on player start. | ||
| EnableCodeCoverage | Enables code coverage. You can use this as a complimentary way of enabling code coverage on platforms that do not support command line arguments. |