Originally, I thought this should be possible via editor scripting, and I still hope it is… if not, that might better go to Wish List, but I stay optimistic
I love the feature of Unity for creating different builds “on click”. However, my feeling is that when one really wants to build for different platforms, it can quickly become somewhat cumbersome. For instance, I’d like to change all the compression settings between Web player and standalone versions (Web players low quality but small filesize, standalone versions always nice quality). Also, it probably makes sense to change some of the textures (they can be made smaller in the import settings - that’s great, but I would like to have it “small” for Web, but “as it is” for standalone). In some cases, it might even be cool to be able to have lower-poly models for the Web player than for the standalone versions to reduce download times (not sure if that really makes sense, but it might be an interesting idea).
If before doing a build, I could somehow access all scenes, prefabs etc. via a script, I could write something up that suits my needs as I don’t believe this is something that can be solved “for all” in a general manner (it’s probably possible, but I think it would be a tremendous amount of work and require some serious UI changes in the Unity editor).
Another issue where I would need this is for building game servers. Right now, I have one setting “IsStandaloneServer” that I click to true, do one build, then click it to false and change some other things and do another build. Maybe I’m just spoiled by stuff like Ant, NAnt or MSBuild, but wouldn’t that flexibility also be cool for Unity?
Ideally, I would like to be able to create one “build script” that does all the builds for me in one “big step”, one after the other - and before each build, changes what needs to be customized. Then, with the post-build-processing, I could upload that whole bunch to the server to be ready for download.
Now… Is that possible, or am I just dreaming?
Jashan