/* * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: MIT-0 * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * software and associated documentation files (the "Software"), to deal in the Software * without restriction, including without limitation the rights to use, copy, modify, * merge, publish, distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ using UnityEditor; using System.Collections.Generic; // Put this memu command script into Assets/Editor/ class ExportTool { static void ExportXcodeProject () { PlayerSettings.applicationIdentifier = "com.evgeniik.samples.UnityBuildSample"; EditorUserBuildSettings.SwitchActiveBuildTarget (BuildTarget.iOS); EditorUserBuildSettings.symlinkSources = true; EditorUserBuildSettings.development = true; EditorUserBuildSettings.allowDebugging = true; List scenes = new List(); for (int i = 0; i < EditorBuildSettings.scenes.Length; i++) { if (EditorBuildSettings.scenes [i].enabled) { scenes.Add (EditorBuildSettings.scenes [i].path); } } BuildPipeline.BuildPlayer (scenes.ToArray (), "iOSProj", BuildTarget.iOS, BuildOptions.None); } }