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Question by perchik · Jun 12, 2013 at 06:55 PM · buildpipelinebuildplayer

Editor Script: Build for multiple platforms at once.

I have an application that exists to be deployed on multiple different devices. One is an android tablet, the others are windows standalones but need to have different player settings.

Here's a snippet: (This exists in a function that takes in a enum type to decide how to switch. I can verify this function gets called and it does get into the correct cases:

 switch (mode)
 {
       case UserMode.Desktop:
            path="Builds/Desktop/SharedDesktop.exe";
            PlayerSettings.defaultIsFullScreen = false;
            PlayerSettings.defaultScreenWidth = 1600;
            PlayerSettings.defaultScreenHeight = 900;
            PlayerSettings.runInBackground = true;
            PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.HiddenByDefault;
            if (all) option = BuildOptions.None;
            else option = BuildOptions.ShowBuiltPlayer;
            EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTarget.StandaloneWindows);
            BuildPipeline.BuildPlayer(levels, path, BuildTarget.StandaloneWindows, option);
                     
            break;
 
       case UserMode.Tablet:
            path = "Builds/Tablet/SharedTablet.apk";
                    
            EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTarget.Android);
            BuildPipeline.BuildPlayer(levels, path, BuildTarget.Android, BuildOptions.None);
                  
            break;
 
     case UserMode.Laptop:
          path = "Builds/Laptop/SharedLaptop.exe";
          PlayerSettings.defaultIsFullScreen = true;
          PlayerSettings.defaultScreenWidth = 1280;
          PlayerSettings.defaultScreenHeight = 800;
          PlayerSettings.runInBackground = true;
          PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.HiddenByDefault;
     
          if (all) option = BuildOptions.None;
          else option = BuildOptions.ShowBuiltPlayer;
 
          EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTarget.StandaloneWindows);
          BuildPipeline.BuildPlayer(levels, path, BuildTarget.StandaloneWindows, option);
                     
          break;
 }

Unfortunately, this doesn't work completely. I do end up with multiple builds made, but they all use the same player settings. Is there a trick to make BuildPipeline use the settings I've set. Or do I have to update the player settings somehow? The documentation on this is vague and unhelpful.

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avatar image perchik · Jul 15, 2013 at 05:05 PM 0
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I still can't get this to work. Am I the only person trying to use an editor script to build to multiple platforms at once?

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Answer by Bunny83 · Jul 15, 2013 at 05:42 PM

I think you should call SwitchActiveBuildTarget first, before you change any settings....

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avatar image perchik · Jul 15, 2013 at 05:56 PM 0
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I'll try that next

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