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Unity cloud build login
Unity cloud build login








unity cloud build login

This processor runs in play mode in the editor as well, so that should be taken into account (by checking if (report = null)), unless it is desirable to have this behavior in the editor during testing. You perhaps want to use a per-scene processor: Second, that build preprocessor does not run with a specific scene loaded. You would need every GameObject you wanted to possibly have enabled be active in the scene when saving it. Mobile ("Empty" Game Object, is tagged with "Mobile")įirst, FindGameObjectsWithTag only finds active GameObjects. (screenshot not working): - UI (Canvas Game Object) Here is the heirarchy of them in my project: The build runs fine, but when I run in mobile, none of the UI elements are there (off by default). Switch () // todo: make sure all targets are populated hereįoreach (var mobileGameObject in mobileGameObjects) Var mobileGameObjects = GameObject.FindGameObjectsWithTag("Mobile") Public void OnPreprocessBuild(BuildReport report)

unity cloud build login

Public class PreBuild : IPreprocessBuildWithReport This is what I have for a script: #if UNITY_EDITOR I'm trying to enable all game objects with the tag Mobile if the platform is mobile (andriod or ios). That works great, but when I tried to use the same type of logic on a pre build script, it fails. I wrote a postbuild script that deploys my builds to google drive.










Unity cloud build login