新建unity 工程,创建Editor 目录,并在目录下创建editor脚本,添加如下代码
using UnityEditor;
using System.Reflection;
using System;
using System.Reflection.Emit;
using System.Reflection;
using System;
using System.Reflection.Emit;
public class ModifySettings
{
[MenuItem("Custom/ ModifySettings")]
private static void ModifySettings()
{
{
[MenuItem("Custom/ ModifySettings")]
private static void ModifySettings()
{
//设置属性
UnityEditor.PlayerSettings.companyName = "XXXX";
UnityEditor.PlayerSettings.gpuSkinning = !UnityEditor.PlayerSettings.gpuSkinning;
UnityEditor.PlayerSettings.companyName = "XXXX";
UnityEditor.PlayerSettings.gpuSkinning = !UnityEditor.PlayerSettings.gpuSkinning;
//下边这个属性比较特别 与平台有关 直接设置在编辑器下看不到变化
//UnityEditor.PlayerSettings.MTRendering = !UnityEditor.PlayerSettings.MTRendering;
//UnityEditor.PlayerSettings.MTRendering = !UnityEditor.PlayerSettings.MTRendering;
//通过这个方法设置 平台相关属性
UnityEngine.Debug.Log(UnityEditor.PlayerSettings.MTRendering);
UnityEditor.PlayerSettings.SetMobileMTRendering(BuildTargetGroup.Android, UnityEditor.PlayerSettings.MTRendering);
UnityEngine.Debug.Log(UnityEditor.PlayerSettings.MTRendering);
UnityEditor.PlayerSettings.SetMobileMTRendering(BuildTargetGroup.Android, UnityEditor.PlayerSettings.MTRendering);
//可以通过vs中直接查看这个类的属性,如果vs不工作,可以用如下代码反射查看属性
/**
Type t = typeof(UnityEditor.PlayerSettings);
foreach (PropertyInfo pi in t.GetProperties())
{
UnityEngine.Debug.Log(pi.Name);
}
**/
//UnityEditor.PlayerSettings.OtherSettings.Mu
}
}
/**
Type t = typeof(UnityEditor.PlayerSettings);
foreach (PropertyInfo pi in t.GetProperties())
{
UnityEngine.Debug.Log(pi.Name);
}
**/
//UnityEditor.PlayerSettings.OtherSettings.Mu
}
}