You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Using the plugin while the target is Linux generates a dozen error messages per second. It will also be valid on any other platform Unity allows and is not listed here (console, vr, mac...).
privatestringGetBuildPath(boolfullPath=true){try{vardict=_buildPathDict.ToDictionary(pair =>pair.Key, pair =>pair.Value.parameter);varpath=Smart.Format(build.editorSettings.buildPathScheme.Replace("\\","/"),dict);if(fullPath)switch(EditorUserBuildSettings.activeBuildTarget){caseBuildTarget.StandaloneWindows:caseBuildTarget.StandaloneWindows64:path+=$"/{Application.productName.ReplaceUnsupportedSymbols()}.exe";break;caseBuildTarget.Android:path+=".apk";break;caseBuildTarget.iOS:break;default:thrownewNotImplementedException($"Building for platform {EditorUserBuildSettings.activeBuildTarget} is not yet supported, "+"feel free to write an Issue or contribute: https://github.com/Hermesiss/unity-buildplus");}returnPath.GetFullPath(path.ReplaceMultiple('_'));}catch(Exceptione){Debug.LogError(e);return$"ERROR: {e}";}}
Suggestion for quick fix: before calling GetBuildPath, create a IsPlatformValid() that returns true if the platform is among the ones you do something (i also believe linux might be easy to implement).
Using the plugin while the target is Linux generates a dozen error messages per second. It will also be valid on any other platform Unity allows and is not listed here (console, vr, mac...).
Suggestion for quick fix: before calling GetBuildPath, create a IsPlatformValid() that returns true if the platform is among the ones you do something (i also believe linux might be easy to implement).
Or investigate a way to obtain similar information from the build-settings (the settings used when building manually)
The text was updated successfully, but these errors were encountered: