How can I perform a BuildPipeline to output a iOS 64 bit Player?
I have code like this
BuildPipeline.BuildPlayer(
new string[] {
"Assets/scenes/intro/SceneIntro.unity", // The scenes to be included in the build. If empty, the currently open scene will be built. Paths are relative to the project folder (Assets/MyLevels/MyScene.unity).
"Assets/scenes/codestarter/SceneCodestarter.unity",
"Assets/scenes/title/SceneTitle.unity",
"Assets/scenes/game/SceneGame.unity",
"Assets/scenes/help/SceneHelp.unity",
"Assets/scenes/ranking/SceneRanking.unity",
"Assets/scenes/setup/SceneSetup.unity",
},
exportpath, // The path where the application will be built.
BuildTarget.iPhone, // The BuildTarget to build.
BUILDOPTIONS // Additional BuildOptions, like whether to run the built player.
);
Where BUILDOPTIONS is defined like this:
const BuildOptions BUILDOPTIONS = BuildOptions.Il2CPP;
However this seems to generate plain old mono code. Also, how can I select architectures (universal, both arm7 and arm64 needed)??