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Pass buildOptions to the build with customParameters (#190)
* Update Builder.cs * update of buildOptions buildOptions should be taken into account for build * missed name
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@ -18,12 +18,22 @@ namespace UnityBuilderAction
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// Gather values from project
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var scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(s => s.path).ToArray();
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// Get all buildOptions from options
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BuildOptions buildOptions = BuildOptions.None;
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foreach (string buildOptionString in Enum.GetNames(typeof(BuildOptions))) {
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if (options.ContainsKey(buildOptionString)) {
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BuildOptions buildOptionEnum = (BuildOptions) Enum.Parse(typeof(BuildOptions), buildOptionString);
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buildOptions |= buildOptionEnum;
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}
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}
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// Define BuildPlayer Options
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var buildOptions = new BuildPlayerOptions {
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var buildPlayerOptions = new BuildPlayerOptions {
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scenes = scenes,
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locationPathName = options["customBuildPath"],
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target = (BuildTarget) Enum.Parse(typeof(BuildTarget), options["buildTarget"]),
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options = buildOptions
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};
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// Set version for this build
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@ -31,11 +41,11 @@ namespace UnityBuilderAction
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VersionApplicator.SetAndroidVersionCode(options["androidVersionCode"]);
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// Apply Android settings
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if (buildOptions.target == BuildTarget.Android)
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if (buildPlayerOptions.target == BuildTarget.Android)
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AndroidSettings.Apply(options);
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// Perform build
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BuildReport buildReport = BuildPipeline.BuildPlayer(buildOptions);
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BuildReport buildReport = BuildPipeline.BuildPlayer(buildPlayerOptions);
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// Summary
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BuildSummary summary = buildReport.summary;
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