Unity打包WebGL
Excel2016 人气:51.扫描所有场景,保存并添加到Build Settings中
using System.Collections; using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEngine; using UnityEngine.SceneManagement; public class SceneUtils { #if UNITY_EDITOR public static void RefreshAllScene() { // 设置场景 *.unity 路径 string resourcesPath = Application.dataPath; // 遍历获取目录下所有 .unity 文件 string[] absolutePaths = Directory.GetFiles(resourcesPath, "*.unity", SearchOption.AllDirectories); List<EditorBuildSettingsScene> list = new List<EditorBuildSettingsScene>(); // 定义 场景数组 for (int i = 0; i < absolutePaths.Length; i++) { string path = "Assets" + absolutePaths[i].Remove(0, resourcesPath.Length); path = path.Replace("\\", "/"); // 通过scene路径初始化 list.Add(new EditorBuildSettingsScene(path, true)); } // 设置 scene 数组 EditorBuildSettings.scenes = list.ToArray(); } public static void RefreshScene(params string[] tagetPaths) foreach (string tagetPath in tagetPaths) { if (path.Contains(tagetPath)) { // 通过scene路径初始化 list.Add(new EditorBuildSettingsScene(path, true)); } } #endif }
2.暴露一个打包的方法,方便命令行调用
using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; /// <summary> /// 命令行批处理 /// </summary> public class Batchmode { #if UNITY_EDITOR static List<string> levels = new List<string>(); [MenuItem("FViteMVC/Build/BuildWebGL", false)] public static void BuildWebGL() { // 打包前需要做的事情 FviteMvcEditor.RefreshAllScene(); foreach (EditorBuildSettingsScene scene in EditorBuildSettings.scenes) { if (!scene.enabled) continue; levels.Add(scene.path); } // 第一个参数为所有场景路径 // 第二个参数是打包位置 // 第三个参数是目标平台 // 第四个参数是构建选项 None代表执行指定的构建,不包含任何特殊设置或额外任务 BuildPipeline.BuildPlayer(levels.ToArray(), "Build", BuildTarget.WebGL,BuildOptions.None); } #endif }
3.写一个.bat文件
@echo off echo lunch unity.exe ,please wait a moment... "C:\Program Files\Unity\Hub\Editor\2020.3.18f1c1\Editor\Unity.exe" -quit -batchmode -projectPath "D:\Unity\Unity\FViteMVC" -executeMethod Batchmode.BuildWebGL echo "Build WebGL done" pause
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