using System; using System.IO; using UnityEditor; using UnityEngine; using System.Collections.Generic; class BuildScript { static private string[] SCENES = FindEnabledEditorScenes(); static private string APP_NAME = "SuperImportantProject"; [MenuItem("saBuild/Build Windows/64bit")] static void PerformWindows64Build() { GenericBuild(SCENES, APP_NAME + "/" + APP_NAME + "_64.exe", BuildTarget.StandaloneWindows64, BuildOptions.None); } private static string[] FindEnabledEditorScenes() { List EditorScenes = new List(); foreach (EditorBuildSettingsScene scene in EditorBuildSettings.scenes) { if (scene.enabled) EditorScenes.Add(scene.path); } return EditorScenes.ToArray(); } static void GenericBuild(string[] scenes, string target_dir, BuildTarget build_target, BuildOptions build_options) { EditorUserBuildSettings.SwitchActiveBuildTarget(build_target); string res = BuildPipeline.BuildPlayer(scenes, target_dir, build_target, build_options); if (!String.IsNullOrEmpty(res)) { throw new Exception("BuildPlayer failure: " + res); } } }