Unity BuildPlayerProcessor
Unity BuildPlayerProcessor is a very useful feature in the Unity engine that allows developers to perform some actions automatically when building projects. This feature can help developers improve work efficiency and reduce the time and error rate of manual operations. In this article, we will introduce how to use Unity BuildPlayerProcessor and provide three usage examples to help readers better understand this.
How to use Unity BuildPlayerProcessor
Unity BuildPlayerProcessor is a static class that contains a static method called BuildPlayer. In this method, we can write what we need to do. Here is a simple example that demonstrates how to automatically open a directory when building a project:
using UnityEditor; using UnityEngine; using ; public class BuildHandler { [MenuItem("Build/Build and Open Output Folder")] public static void BuildAndOpenOutputFolder() { string outputPath = ("Choose Location of Built Game", "", ""); if ( == 0) return; BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); = ; = outputPath; = BuildTarget.StandaloneWindows64; = ; (buildPlayerOptions); (outputPath); } }
In this example, we first use the SaveFolderPanel method of EditorUtility to get the output path of the build project. Then, we create a BuildPlayerOptions and set its scenes, locationPathName, target, and options properties. Next, we call the BuildPlayer method of BuildPipeline to build the project. Finally, we use the method to open this output directory.
Use Example
Below are three examples of using Unity BuildPlayerProcessor, each of which provides a specific implementation.
Example 1: Automatically upload the build results
In this example, we will demonstrate how to automatically upload the build results when building a project.
using UnityEditor; using UnityEngine; using ; using ; public class BuildHandler { [MenuItem("Build/Build and Upload")] public static void BuildAndUpload() { string outputPath = ("Choose Location of Built Game", "", ""); if ( == 0) return; BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); = ; = outputPath; = BuildTarget.StandaloneWindows64; = ; (buildPlayerOptions); string url = "/"; WebClient client = new WebClient(); (url, outputPath); } }
In this example, we first use the SaveFolderPanel method of EditorUtility to get the output path of the build project. Then, we create a BuildPlayerOptions object and set its scenes, locationPathName, target, and options properties. Next, call the BuildPlayer method of BuildPipeline to build the project. Finally, we specify the uploaded URL, create a WebClient object, and call its UploadFile method to upload the build result to the specified URL.
Example 2: Automatic email sending
In this example, we will demonstrate how to automatically send emails when building a project.
UnityEditor; using UnityEngine; using ; using ; public class BuildHandler { [MenuItem("Build/Build and Send Email")] public static void BuildAndSendEmail() { string outputPath = ("Choose Location of Built Game", "", ""); if ( == 0) return; BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); = ; = outputPath; = BuildTarget.StandaloneWindows64; = ; (buildPlayerOptions); string subject = "Build completed successfully!"; string body = "The build has been completed successfully."; string from = "myemail@"; string to = "youremail@"; string password = "mypassword"; SmtpClient client = new SmtpClient("", 587); = true; = new NetworkCredential(from, password); MailMessage message = new MailMessage(from, to, subject, body); Attachment attachment = new Attachment(outputPath); (attachment); (message); } }
In this example, we first use the SaveFolderPanel method of EditorUtility to get the output path of the build project. Then, we create a BuildPlayerOptions object and set its scenes, locationPathName, target, and options properties. Next, we call the BuildPlayer method of BuildPipeline to build the project. Then, we specify the subject and body of the email. Next, we specify the sender and recipient's email address, as well as the sender's password. Then, we create a SmtpClient object and set its SMTP server and port number. Next, we create a MailMessage object and set its to, recipient, topic, and body. Finally, we create an Attachment object and add the build result to the message as an attachment. Then, we call the Send method of SmtpClient to send the email out.
Example 3: Automatically upload to the FTP server
In this sub we will demonstrate how to automatically upload to the FTP server when building the project.
using UnityEditor; using UnityEngine; using ; public class BuildHandler { [MenuItem("Build/Build and Upload to FTP")] public static void BuildAndUploadToFTP() { string outputPath = ("Choose Location of Built Game", "", ""); if ( == 0) return; BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); = ; = outputPath; = BuildTarget.StandaloneWindows64; = ; (buildPlayerOptions); string ftpUrl = "ftp:///"; string ftpUser = "myusername"; string ftpPassword = "mypassword"; WebClient client = new WebClient(); = new NetworkCredential(ftpUser, ftpPassword); (ftpUrl + "", outputPath); } }
In this example, we first use the SaveFolderPanel method of EditorUtility to get the output path of the build project. Then, we create a BuildPlayerOptions object and set its scenes, locationPathName, target, and options properties. Next, we call the BuildPlayer method of BuildPipeline to build the project. Then, we specify the FTP server, username, and password. Next, we create a WebClient object and set its Credentials property to the specified username and password. Then, we call the UploadFile method of WebClient and upload the build result to the FTP server.
in conclusion
Unity BuildPlayerProcessor is a very useful feature that helps publishers improve their work efficiency and reduce manual operation and error rates. In this article, we introduce the usage method of Unity BuildPlayerProcessor and provide three examples to help readers better understand this function. I hope this article will be helpful to readers. For more information about Unity BuildPlayerProcessor, please follow my other related articles!