Unity's IPostBuildPlayerScriptDLLs: in-depth analysis and practical cases

Unity IPostBuildPlayerScriptDLLs

Unity IPostBuildPlayerScriptDLLs is a very useful feature in the Unity engine, which allows developers to customize which files need to be copied to the output directory after building the project. This feature can help developers better control the project's build process and ensure that the output directory contains only necessary DLL files. In this article, we will introduce how to use Unity IPostBuildPlayerScriptDLLs, and provide three usage examples to help readers better understand this function.

How to use Unity IPostBuildPlayerScriptDLLs

Unity IPostBuildPlayerScriptDLLs is an interface that contains a method called OnPostBuildPlayerScriptDLLs. In this method, we can write the actions we need to perform, and we can get the build report. Here is a simple example that demonstrates how to customize which DLL files need to be copied to the output directory after building the project:

using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEditor.Callbacks;
using System.IO;

public class BuildHandler : IPostBuildPlayerScriptDLLs
{
    public int callbackOrder { get { return 0; } }

    public void OnPostBuildPlayerScriptDLLs(BuildReport report)
    {
        string outputDirectory = Path.GetDirectoryName(report.summary.outputPath);
        string[] dllFiles = Directory.GetFiles(outputDirectory, "*.dll", SearchOption.AllDirectories);
        foreach (string dllFile in dllFiles)
        {
            if (!dllFile.Contains("MyNamespace"))
            {
                File.Delete(dllFile);
            }
        }
    }
}

In this example, we implement the IPostBuildPlayerScriptDLLs interface and override its OnPostBuildPlayerScriptDLLs method. In this method we first get the path of the output directory. We then iterate over all DLL files in the output directory and delete a DLL file if its name does not contain "MyNamespace".

Example of use

Below are three examples using Unity's IPostBuildPlayerScriptDLLs, each providing a concrete implementation.

Example 1: Copy only specified DLL files

In this example, we will demonstrate how to copy only the specified DLL files after building the project.

using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEditor.Callbacks;
using System.IO;

public class BuildHandler : IPostBuildPlayerScriptDLLs
{
    public int callbackOrder { get { return 0; } }

    public void OnPostBuildPlayerScriptDLLs(BuildReport report)
    {
        string outputDirectory = Path.GetDirectoryName(report.summary.outputPath);
        string[] dllFiles = Directory.GetFiles(outputDirectory, "*.dll", SearchOption.AllDirectories);
        foreach (string dllFile in dllFiles)
        {
            if (dllFile.Contains("MyNamespace"))
            {
                File.Copy(dllFile, Path.Combine(outputDirectory, Path.GetFileName(dllFile)), true);
            }
        }
    }
}

In this example, we implement the IPostBuildPlayerScriptDLLs interface and override its OnPostBuildPlayerScriptDLLs method. In this method, we first get the path of the output directory. Then, we iterate through all DLL files in the output directory, and if the name of the DLL file contains "MyNamespace", we copy it to the output directory.

Example 2: Exclude specified DLL files

In this example, it will be demonstrated how to exclude specified DLL files after building the project.

using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEditor.Callbacks;
using System.IO;

public class BuildHandler : IPostBuildPlayerScriptDLLs
{
    public int callbackOrder { get { return 0; } }

    public void OnPostBuildPlayerScriptDLLs(BuildReport report)
    {
        string outputDirectory = Path.GetDirectoryName(report.summary.outputPath);
        string[] dllFiles = Directory.GetFiles(outputDirectory, "*.dll", SearchOption.AllDirectories);
        foreach (string dllFile in dllFiles)
        {
            if (!dllFile.Contains("MyNamespace"))
            {
                File.Delete(dllFile);
            }
        }
    }
}

In this example, we implement the IPostBuildPlayerScriptDLLs interface and override its OnPostBuildPlayerScriptDLLs method. In this method, we first get the path of the output directory. We then iterate over all DLL files in the output directory and delete a DLL file if its name does not contain "MyNamespace".

Example 3: Select DLL files according to the platform

In this example, we will demonstrate how to select the DLL files that need to be copied to the output directory according to the platform after building the project.

using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEditor.Callbacks;
using System.IO;

public class BuildHandler : IPostBuildPlayerScriptDLLs
{
    public int callbackOrder { get { return 0; } }

    public void OnPostBuildPlayerScriptDLLs(BuildReport report)
    {
        string outputDirectory = Path.GetDirectoryName(report.summary.outputPath);
        string[] dllFiles = Directory.GetFiles(outputDirectory, "*.dll", SearchOption.AllDirectories);
        if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android)
        {
            foreach (string dllFile in dllFiles)
            {
                if (dllFile.Contains("Android"))
                {
                    File.Copy(dllFile, Path.Combine(outputDirectory, Path.GetFileName(dllFile)), true);
                }
            }
        }
        else if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.iOS)
        {
            foreach (string dllFile in dllFiles)
            {
                if (dllFile.Contains("iOS"))
                {
                    File.Copy(dllFile, Path.Combine(outputDirectory, Path.GetFileName(dllFile)), true);
                }
            }
        }
        else
        {
            foreach (string dllFile in dllFiles)
            {
                if (dllFile.Contains("Windows"))
                {
                    File.Copy(dllFile, Path.Combine(outputDirectory, Path.GetFileName(dllFile)), true);
                }
            }
        }
    }
}

In this example, we implement the IPostBuildPlayerScriptDLLs interface and override its OnPostBuildPlayerScriptDLLs method. In this method, we first get the path of the output directory. Then, we select the DLL files that need to be copied to the output directory according to the current platform. If the current platform is Android, only copy the DLL files containing "Android". If the current platform is iOS, only copy the DLL files containing "iOS". If the current platform is not Android or iOS, only copy the DLL files containing "Windows".

in conclusion

Unity IPostBuildPlayerDLLs is a very useful feature that can help developers better control the project's build process and ensure that only necessary DLL files are included in the output directory. In this article, we introduce the method of Unity IPostBuildPlayerScriptDLLs and provide three usage examples to help readers better understand this function. Hope this article is helpful to readers.

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Origin blog.csdn.net/alianhome/article/details/132066273