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- using UnityEngine;
- using System.Collections;
- using UnityEditor;
- public class EditorHelper {
- [MenuItem ("Build/BuildWebplayerPreservingFolder")]
- public static void BuildAndPreserve(){
- BuildOptions buildOptions = default(BuildOptions);
- // this is the important part!
- buildOptions |= BuildOptions.AcceptExternalModificationsToPlayer;
- // the rest of the code just pulls in the options from User Build Settings:
- string[] levels = new string[EditorBuildSettings.scenes.Length];
- int n=0;
- foreach (EditorBuildSettingsScene scene in EditorBuildSettings.scenes)
- {
- levels[n++] = scene.path;
- }
- BuildTarget buildTarget = BuildTarget.WebPlayer;
- if (EditorUserBuildSettings.webPlayerStreamed) {
- buildOptions |= BuildOptions.BuildAdditionalStreamedScenes;
- }
- if (EditorUserBuildSettings.webPlayerOfflineDeployment) {
- buildOptions |= BuildOptions.WebPlayerOfflineDeployment;
- }
- if (EditorUserBuildSettings.development)
- {
- buildOptions |= BuildOptions.Development;
- }
- if (EditorUserBuildSettings.connectProfiler)
- {
- buildOptions |= BuildOptions.ConnectWithProfiler;
- }
- if (EditorUserBuildSettings.allowDebugging)
- {
- buildOptions |= BuildOptions.AllowDebugging;
- }
- if (EditorUserBuildSettings.appendProject)
- {
- // wtf does this do? script ref page is blank...
- }
- if (EditorUserBuildSettings.installInBuildFolder) {
- buildOptions |= BuildOptions.InstallInBuildFolder;
- }
- buildOptions |= EditorUserBuildSettings.architectureFlags;
- string buildLocation = EditorUserBuildSettings.GetBuildLocation(buildTarget);
- BuildPipeline.BuildPlayer( levels, buildLocation, BuildTarget.WebPlayer, buildOptions);
- }
- }
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