Unity3D 打包发布时生成文件到打包目录

有时候需要自己创建批处理文件或日志文件,在启动程序的同级目录使用,减少手动操作的时间和错误率。主要使用到的是OnPostprocessBuild方法。

1、在工程中的Editor文件夹下创建脚本

2、将文件放入Plugins的相关目录

3.脚本内容

using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;

public class PostBuilds : MonoBehaviour
{
    [PostProcessBuild]
    public static void OnPostprocessBuild(BuildTarget buildTarget, string path)
    {
        switch (buildTarget)
        {
            case BuildTarget.StandaloneWindows:
                BuildWindowsPlayer(path);
                break;

            case BuildTarget.StandaloneWindows64:
                BuildWindowsPlayer(path);
                break;

            case BuildTarget.StandaloneLinux:
                break;

            case BuildTarget.StandaloneLinux64:
                BuildLinuxPlayer64(path);
                break;

            case BuildTarget.StandaloneLinuxUniversal:
                break;

            case BuildTarget.iOS:
                break;
        }
    }
    static void BuildWindowsPlayer(string path)
    {
        string configSetting = Application.dataPath + "/Plugins/StartConfigurationTools/Win/configSetting.bat";
        string buildPath = Path.GetDirectoryName(path);
        CopyShellScript(configSetting, buildPath);

    }
    static void BuildLinuxPlayer64(string path)
    {
        string configSetting = Application.dataPath + "/Plugins/StartConfigurationTools/Linux64/configSetting.sh";
        string buildPath = Path.GetDirectoryName(path);
        CopyShellScript(configSetting, buildPath);

    }
    private static void CopyShellScript(string scriptPath, string targetPath)
    {
        string scriptName = Path.GetFileName(scriptPath);
        if (File.Exists(Path.Combine(targetPath, scriptName)))
            File.Delete(Path.Combine(targetPath, scriptName));
        File.Copy(scriptPath, Path.Combine(targetPath, scriptName), false);
    }
}

4、打包完成即可看到

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转载自blog.csdn.net/WenHuiJun_/article/details/134030552
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