I have achieved to compile it into Windows or Mac, but no luck with WebGL.
See my lines for
From Windows to Windows (place them in a .bat file)
set mypath=%cd%
@echo %mypath%
"C:\Program Files\Unity\Editor\Unity.exe" -quit -batchmode -logFile stdout.log -projectPath %mypath% -buildWindowsPlayer "builds\mygame.exe"
From Linux to Windows (place them in a .sh file)
#/bin/bash
projectPath=`pwd`
xvfb-run --auto-servernum --server-args='-screen 0 1024x768x24:32' /opt/Unity/Editor/Unity -batchmode -nographics -logfile stdout.log -force-opengl -quit -projectPath ${projectPath} -buildWindowsPlayer "builds/mygame.exe"
From Windows or Linux to Mac: Replace -buildWindowsPlayer with -buildOSXPlayer and mygame.exe with mygame.app
However, I having troubles for WebGL. The documentation of Unity3D: https://docs.unity3d.com/Manual/CommandLineArguments.html does not provide any help
there is the command parameter
-buildTarget webgl
but nothing happens with that.
HEEEEEEEELLLLLLLLLLLLLPPPPPPP !!!! :(
Well, I found it.
Make a folder Assets/Editor,
and place the cs script in it:
using UnityEditor;
class WebGLBuilder {
static void build() {
// Place all your scenes here
string[] scenes = {"Assets/scenes/S_MainMenu.unity",
"Assets/scenes/S_Login.unity",
"Assets/scenes/S_Help.unity",
"Assets/scenes/S_1.unity",
"Assets/scenes/S_Reward.unity",
"Assets/scenes/S_Credits.unity",
"Assets/scenes/S_Settings.unity",
"Assets/scenes/S_SceneSelector.unity"};
string pathToDeploy = "builds/WebGLversion/";
BuildPipeline.BuildPlayer(scenes, pathToDeploy, BuildTarget.WebGL, BuildOptions.None);
}
}
Then you are ready to compile from command line using the following bat file:
set mypath=%cd%
@echo %mypath%
"C:\Program Files\Unity\Editor\Unity.exe" -quit -batchmode -logFile
stdout.log -projectPath %mypath% -executeMethod WebGLBuilder.build
i.e. WebGLBuilder becomes a parameter available from command line.
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