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Upgrading .unitypackage files is a little more difficult. This quote from the Unity docs explains it:
"For the cleanest possible upgrade, it should be considered to remove the old package contents first, as some scripts, effects or prefabs might have become deprecated or unneeded and Unity packages don't have a way of deleting (unneeded) files (but make sure to have a security copy of the old version available)."
The easiest way I've found is to use the approach the SVN docs recommend for vendor branch upgrades.
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Add a new command callback for an arbitrary command
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m_Console.AddCommandCallback("some_command", new DebugConsole.ConsoleCallback(HandleConsoleMessage)); void HandleConsoleMessage(string commandEntered, DebugConsole console) { if (commandEntered.IndexOf("some_command") != -1) // Do Something } |
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- Inside the assets folder in your unity project, create a file called BuildSettings.xml
In the same folder as the Assets folder within your Unity project create a .bat file with the following lines
Infocode @setlocal
set PROJECTPATH=%CD%
pushd ..\Unity
call runEditorBatch.bat -projectPath %PROJECTPATH% -batchmode -nographics -quit -executeMethod UnityStartup.PerformWindowsBuild
popd
@endlocal
Use the following template for custom modification
Infocode language html/xml <?xml version="1.0" encoding="utf-8"?>
<BuildSettings xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns="http://www.cpandl.com">
<ExternalAssetsPaths>
<ExternalAssetsPaths> <string>Assets/SomeDirectory</string>
<string>Assets<string>Assets/SomeOtherDirectory</string>
</ExternalAssetsPaths>
<BuildOutputPath>Builds/YourProject/YourProject.exe</BuildOutputPath>
<PostBuildScript>somePostBuildScript.bat</PostBuildScript>
<ConfigFiles>
<ConfigFiles> <string>Assets/config.ini</string>
</ConfigFiles>
</BuildSettings>
BuildSettings.xml Format
Field | Desrcription |
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ExternalAssetsPaths | Array of folder names that will be copied to the BuildOutputPath. (OPTIONAL) |
BuildOutputPath | Path specifying the name and location of the .exe for your build (REQUIRED) |
PostBuildScript | A .bat or .exe that will be run after the build process is completed. (OPTIONAL) |
ConfigFiles | Array of file names taht will be copied to the BuildOutputPath. (OPTIONAL) |
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You can create a config .ini file in your project and read it using the IniParser class
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m_ConfigFile = new IniParser(configFileName); m_ConfigFile.GetSetting("SomeSetting") // returns a string with the value of that setting, if it exists |
Known Issues
FAQ