@JAAMY Before you starting build process with BuildPipeline.BuildPlayer(buildPlayerOptions) you need to modify this options. You can do something like this:
private static void BuildPlayer()
{
var buildPlayerOptions = CreateBuildPlayerOptions(BuildTarget.Android, IS_DEVELOPMENT_BUILD, "OUTPUT_PATH_FOR_BUILD");
var outputDir = Path.GetDirectoryName(buildPlayerOptions.locationPathName);
if (!string.IsNullOrEmpty(outputDir))
Directory.CreateDirectory(outputDir);
BuildPipeline.BuildPlayer(buildPlayerOptions);
}
private static BuildPlayerOptions CreateBuildPlayerOptions(BuildTarget buildTarget, bool isDevelopmentBuild, string outputPath)
{
var buildOptions = BuildOptions.None;
if (isDevelopmentBuild)
buildOptions |= BuildOptions.Development;
if (buildTarget == BuildTarget.Android)
buildOptions |= !isDevelopmentBuild
? BuildOptions.CompressWithLz4
: BuildOptions.CompressWithLz4HC;
return new BuildPlayerOptions
{
target = buildTarget,
subtarget = (int) StandaloneBuildSubtarget.Player,
targetGroup = BuildPipeline.GetBuildTargetGroup(BuildTarget.Android),
options = buildOptions,
locationPathName = outputPath,
// Put here all you scenes or use method that will construct that array
scenes = new[] { "Assets/Scenes/Scene1.unity", "Assets/Scenes/Scene2.unity" }
};
}