Skip to main content
Tweeted twitter.com/StackGameDev/status/1422890076711919618
added 115 characters in body
Source Link
Shraa1
  • 434
  • 2
  • 12

I've been working on some custom build scripts, which will manipulate the references of certain MonoBehaviours.

I'm using IPreprocessBuildWithReport to do the manipulation, and I want to reset the references when the build completes. Even if the build fails, I want to do the operation, but I want to do some additional stuff if it fails. I'm also using IPostprocessBuildWithReport and IProcessSceneWithReport as well.

I've tried putting a Debug.Log in OnProcessScene and OnPostProcessBuild. I'm building without JAVA path defined, for Android, or without the Keystore password, which fails the build. The IPreprocessBuildWithReport correctly prints the Debug, but the others don't.

Is there any class or interface which has a callback for Build Failure which I can use? I've tried to get the summary from the BuildReport in OnPreprocessBuild, but the result is always returning Unknown.

Edit: I would also like to make the same changes if the Build was cancelled, rather than just if it was failing.

Platforms: Windows, Android Unity

Unity 2019.3.7f1

I've been working on some custom build scripts, which will manipulate the references of certain MonoBehaviours.

I'm using IPreprocessBuildWithReport to do the manipulation, and I want to reset the references when the build completes. Even if the build fails, I want to do the operation, but I want to do some additional stuff if it fails. I'm also using IPostprocessBuildWithReport and IProcessSceneWithReport as well.

I've tried putting a Debug.Log in OnProcessScene and OnPostProcessBuild. I'm building without JAVA path defined, for Android, or without the Keystore password, which fails the build. The IPreprocessBuildWithReport correctly prints the Debug, but the others don't.

Is there any class or interface which has a callback for Build Failure which I can use? I've tried to get the summary from the BuildReport in OnPreprocessBuild, but the result is always returning Unknown.

Platforms: Windows, Android Unity 2019.3.7f1

I've been working on some custom build scripts, which will manipulate the references of certain MonoBehaviours.

I'm using IPreprocessBuildWithReport to do the manipulation, and I want to reset the references when the build completes. Even if the build fails, I want to do the operation, but I want to do some additional stuff if it fails. I'm also using IPostprocessBuildWithReport and IProcessSceneWithReport as well.

I've tried putting a Debug.Log in OnProcessScene and OnPostProcessBuild. I'm building without JAVA path defined, for Android, or without the Keystore password, which fails the build. The IPreprocessBuildWithReport correctly prints the Debug, but the others don't.

Is there any class or interface which has a callback for Build Failure which I can use? I've tried to get the summary from the BuildReport in OnPreprocessBuild, but the result is always returning Unknown.

Edit: I would also like to make the same changes if the Build was cancelled, rather than just if it was failing.

Platforms: Windows, Android

Unity 2019.3.7f1

Source Link
Shraa1
  • 434
  • 2
  • 12

Custom build failure callback

I've been working on some custom build scripts, which will manipulate the references of certain MonoBehaviours.

I'm using IPreprocessBuildWithReport to do the manipulation, and I want to reset the references when the build completes. Even if the build fails, I want to do the operation, but I want to do some additional stuff if it fails. I'm also using IPostprocessBuildWithReport and IProcessSceneWithReport as well.

I've tried putting a Debug.Log in OnProcessScene and OnPostProcessBuild. I'm building without JAVA path defined, for Android, or without the Keystore password, which fails the build. The IPreprocessBuildWithReport correctly prints the Debug, but the others don't.

Is there any class or interface which has a callback for Build Failure which I can use? I've tried to get the summary from the BuildReport in OnPreprocessBuild, but the result is always returning Unknown.

Platforms: Windows, Android Unity 2019.3.7f1