Hey Guys,
I’m trying to build several versions of our application in batch mode.
To control the differences between the Versions we use ScriptableObjects.
Now here come the thing, when I run:
Unity.exe -projectPath path -executeMethod mybuildmethod -quit
everything is just working fine, the ScriptableObjects are overwritten and included correctly into the build.
But when I run this
Unity.exe -projectPath path -batchmode -executeMethod mybuildmethod -quit
The ScriptableObjects are not overwritten and the original ones are included.
Does someone have any hint, how I could fix this behavior?
Thanks!
P.s. I’m using Unity 2018.2.21.f1
You did not specify how these ScriptableObjects are overwritten? what happens inside the mybuildmethod code?
Thank you for the response.
As I was not able to overcome this limitation, I moved to a AssetBundle based workflow in order to generate different versions of the ScriptableObject.
@CMC-Kiesel_Markus Hi - can you provide a brief summary of how you solved this using Assetbundle based workflow?
What we did was to make different Asset Bundles which included different copies of the same ScriptableObject and by a custom build process we copied the correct AssetBundle into the output folder. But this will only work if your are acessing the ScriptableObjects mostly via script, as it will break any scene or prefab references.