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The tool is designed to accelerate the creation of game builds for various platforms, as well as to simplify the use of different Scripting Define Symbols
in different builds.
To open the build manager, go to File
-> Builds Manager
.
In the build manager, you can modify various data:
- Global data - global data:
- Company name - company name;
- Product name - project name;
- Version - project version;
- Android bundle version - Android package version;
- Android keystore pass - Android keystore pass;
- Android keyalias pass - Android keyalias pass.
- Build Data List - List of project build instance settings:
- Build list:
- Enabled - enable/disable instance;
- Compress - create a .zip archive;
- Build Target - build platform;
- Build Options - additional options;
- Addons Used - used addons (list displayed if addons are already created);
- Remove - remove current build instance;
- Build - build current instance.
- Add Build - add a new build instance to the list;
- Build list:
- Build data - build data:
- Scripting define symbols - add additional "Scripting define symbols" for a specific build, will be added to definitions for each build;
- Is Release build - apply release optimization for the build. If unchecked, optimized for faster building.
- Output root - output root path
- Middle path - specify a specific path. Supports variables
- Dir path - directory path that will be archived.
- Open AddonsUsed Data - button that shows the ScriptableObject for configuring used addons;
- Build All - create all enabled project build instances.
List of supported variables for path:
- $NAME – product name, with all separators replaced by '_'
- $PLATFORM - platform
- $VERSION - PlayerSettings.bundleVersion
- $DATESHORT - [last 2 digits of the year] [month] [day]
- $YEARSHORT - last 2 digits of the year
- $DATE - [year] [month] [day]
- $YEAR - year
- $MONTH - month
- $DAY - day
- $TIME - [hour] [minute]
- $ADDONS - list of names of used addons in the build
- $EXECUTABLE - executable file for a specific platform. For example. .exe for Windows, .apk for Android...
Clicking on the Open AddonsUsed Data
button will open a ScriptableObject needed to configure used addons.
Clicking on +
creates an addon that contains the name displayed in the settings manager for the build instance and the used Scripting define symbols
for the current addon.
Download and use the .unitypackage from the Releases section.
You can also install from Unity Asset Store.
- Shutov Kirill (ShutovKS), Russia
MIT License