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Question by
bogdan-serbanescu · Mar 06, 2019 at 11:10 AM ·
assetbundlesunity cloud buildstripping
How do I set BuildPlayerOptions.assetBundleManifestPath when doing a Unity Cloud build?
I want to use the "Strip engine code" option for my Webgl build but I'm running into issues when loading/unloading scenes from asset bundles. Unity says that I should set the BuildPlayerOptions.assetBundleManifestPath to tell the build to not strip stuff used by the asset bundles. It all works ok when doing local custom builds, but how do I alter the BuildPlayerOptions when doing Unity Cloud builds because I don't get a reference to the BuildPlayerOptions object?
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