Hello,
Is it possible to write an Editor script which starts a build after defining conditional compilation symbols (ie. those identifiers used in pre-processor directives such as #if) for that build?
I have a client-server architecture, and in my Unity project I have some scripts which should be compiled only for server, some only for client, and some for both.
I was thinking about to use pre-processor directives, and to create two separate Editor scripts, to build the server and the client respectively, but I don’t know how to do.
I found the BuildPipeline class, but I haven’t found a way to do it.
Thank you in advance for your help.
I use the unity cloud for that, we build a few different types of build per batch there.
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Thank you for your answer! I didn’t notice you could do it with Cloud Build.
Do you think it’s also possible to change player settings, such as disabling XR (Vuforia) for the server build while keeping it for the client build?
Thank you again!
Hard to say actually, looking at it I can’t really find that specific option.
I mostly use the advanced->custom defines for most things as our code is define-based.
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