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Question by AmirLevi · Aug 13, 2017 at 11:49 AM · buildpipelineplayersettings

Set App Icon on PreBuild

Hello,

I'm trying to set my App Icon for ios on PreprocessBuild, So I'm using the interface IPreprocessBuild, and Trying to load it from local space, but I don't it update in xcode. this is my Code:

 private void UpdatePlayerSettings()
 {
     if (_book == null)
     {
         Debug.LogError("Wtf The Book Settings is Nullllllllllll !!!!!!!!!");
         return;
     }
     PlayerSettings.productName = _book.ApplicationName;
     PlayerSettings.applicationIdentifier = _book.IosProductIdentifier;
     PlayerSettings.iOS.appleEnableAutomaticSigning = _book.AutomaticSigning;
     if (!UnityEditor.PlayerSettings.iOS.appleEnableAutomaticSigning)
         UnityEditor.PlayerSettings.iOS.iOSManualProvisioningProfileID = _book.ProfileId;
     PlayerSettings.bundleVersion = _book.Version.ToString(CultureInfo.InvariantCulture);
     PlayerSettings.iOS.buildNumber = _book.Build.ToString();
     Screen.orientation = _book.Orientation;
     Screen.autorotateToLandscapeLeft = _book.LandscapeLeft;
     Screen.autorotateToLandscapeRight = _book.LandscapeRight;
     Screen.autorotateToPortrait = _book.Portrait;
     Screen.autorotateToPortraitUpsideDown = _book.PortraitUpsideDown;
     var iconSizes = PlayerSettings.GetIconSizesForTargetGroup(BuildTargetGroup.iOS);
     var icons = new Texture2D[iconSizes.Length];
     for (var i = 0; i < iconSizes.Length; i++) 
     {
         var assetPath = string.Format("Assets/BooksIcon/{0}/Icon-{1}.png", "AbaOseBushot", iconSizes[i]);
         try 
         {
             icons[i] = AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);
             if (icons[i] == null)
                 Debug.LogWarning(string.Format("Unable to load icon at '{0}' due to asset not found", assetPath));
         }
         catch (System.Exception e) 
         {
             Debug.LogWarning(string.Format("Unable to load icon at '{0}' due to exception '{1}'", assetPath, e));
         }
     }
     PlayerSettings.SetIconsForTargetGroup(BuildTargetGroup.iOS, icons);
     
 }

Other settings are getting updated, but the icons aren't, what am I doing wrong?

Thank

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avatar image CastleSeven · Aug 10, 2021 at 03:04 PM 0
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@AmirLevi did you ever figure this out? I'm running into the same issue and have verified that the new icons are being shown in the Editors 'PlayerSettings', but the icons associated with the executables are never correct.

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