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Question by bsawyer · Feb 11, 2016 at 09:23 PM · editor-scriptingwebglbuildpipelineplayersettingstemplate

Can WebGL Templates be dynamically modified via scripting?

It would be nice to modify the index.html of a custom WebGLTemplate with an Editor script.

Example use-case: inject the current build number or git/svn commit number somewhere on the webpage before generating the WebGL build.

I've looked at trying to use AssetDatabase.LoadAssetAtPAth on the index.html file in my WebGLTemplate directory, but it only comes back as a DefaultAsset, rather than a TextAsset, so I can't seem to access the text content of the file.

The WebGLTemplates documentation describes creating custom tags like %UNITY_CUSTOM_MYTAG% for editing in the PlayerSettings window, but are these accessible via scripts in any way?

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