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Copy file name to clipboardExpand all lines: Editor/Mono/BuildPipeline/BuildPipeline.bindings.cs
+13-2Lines changed: 13 additions & 2 deletions
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@@ -249,6 +249,14 @@ public static BuildReport BuildPlayer(BuildPlayerOptions buildPlayerOptions)
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thrownewArgumentException("Non-development build cannot allow auto-connecting the profiler. Either add the Development build option, or remove the ConnectWithProfiler build option.");
/// Each entry in <see cref="BuildContentDirectoryParameters.rootAssetPaths"/> must be a <c>ScriptableObject</c>; the build includes those roots and
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/// everything they reference (including <see cref="Unity.Loading.LoadableObjectId"/>, <see cref="Unity.Loading.Loadable{T}"/>, and <see cref="Unity.Loading.LoadableSceneId"/>).
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/// Creates an <c>outputPath</c> if missing, normalizes path separators, and defaults <see cref="BuildContentDirectoryParameters.name"/> to the output folder name.
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///
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/// The build uses <see cref="EditorUserBuildSettings.activeBuildTarget"/> and the active subtarget configured for that target in the build settings.
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/// Select the intended platform in the **Build Profile** window or through [command line arguments](xref:um-command-line-arguments) so that the active target is set to the desired setting prior to calling this method.
Copy file name to clipboardExpand all lines: Editor/Mono/BuildPipeline/Settings/BuildAssetBundleOptions.bindings.cs
+5-1Lines changed: 5 additions & 1 deletion
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@@ -200,6 +200,10 @@ public enum BuildAssetBundleOptions
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// Sprites are normally copied to all bundles that reference them. This flag prevents that behavior if the sprite is not in an atlas.
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///<summary>Use to prevent duplicating a texture when it is referenced in multiple bundles. This would primarily happen with particle systems. The new behavior does not duplicate the texture if the sprite does not belong to an atlas. Using this flag is the desired behavior, but is not set by default for backwards compatability reasons.</summary>
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StripUnatlasedSpriteCopies=262144// 1 << 18
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StripUnatlasedSpriteCopies=262144,// 1 << 18
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///<summary>Suppress the error reported when a LoadableObjectId or LoadableSceneId is encountered during an AssetBundle build.</summary>
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///<remarks>Use this when migrating between build pipeline backends when assets legitimately have Loadable references, but the same content is also built into AssetBundles. The references still resolve to null in the resulting bundle; this flag only silences the error log to keep the build usable.</remarks>
// Internal: optional BuildTarget. When unset at default, native code takes both platform and subtarget from current Editor build settings.
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// Output is platform-specific. Building a non-active target can diverge from Editor conditional compilation and callbacks; prefer switching active target first (see Manual: build-command-line).
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internalBuildTargettargetPlatform{get;set;}
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/// <summary>
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/// The subtarget to build. (optional)
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/// </summary>
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/// <remarks>
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/// For some BuildTargets the behaviour of a build can be influenced by using this field. The supported values are based on
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/// target-specific enums, for example <see cref="MobileTextureSubtarget"/>, <see cref="XboxBuildSubtarget"/>.
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///
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/// The subtarget can be assigned using the build settings UI. To build with the current build settings, the
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/// <see cref="BuildContentDirectoryParameters.targetPlatform"/> field should be left unassigned (e.g. with the value 0).
// Internal: optional subtarget for targets that support it (values from target-specific enums, e.g. MobileTextureSubtarget). Used with targetPlatform when that is explicitly set; otherwise follows active build settings (see EditorUserBuildSettings *BuildSubtarget).
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internalintsubtarget{get;set;}
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/// <summary>
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/// User-specified preprocessor defines used while compiling assemblies during the build. (optional)
Copy file name to clipboardExpand all lines: Editor/Mono/BuildPipeline/Settings/BuildOptions.bindings.cs
+4Lines changed: 4 additions & 0 deletions
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@@ -230,6 +230,10 @@ public enum BuildOptions
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///<summary>Will force the buildGUID to all zeros.</summary>
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NoUniqueIdentifier=1<<23,
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///<summary>Suppress the error reported when a LoadableObjectId or LoadableSceneId is encountered during a Player build.</summary>
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///<remarks>Use this when migrating between build pipeline backends when assets legitimately have Loadable references, but the same content is also included in the Player. The references still resolve to null in the resulting build; this flag only silences the error log to keep the build usable.</remarks>
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SuppressLoadableErrors=1<<24,
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// Wait for player connection on start
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///<summary>Sets the Player to wait for player connection on player start.</summary>
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