diff --git a/Assets/Editor/BuildScript.csusing UnityEditor; using System.Linq; public class BuildScript { public static void PerformBuild() { string[] scenes = EditorBuildSettings.scenes .Where(s => s.enabled) .Select(s => s.path) b/Assets/Editor/BuildScript.csusing UnityEditor; using System.Linq; public class BuildScript { public static void PerformBuild() { string[] scenes = EditorBuildSettings.scenes .Where(s => s.enabled) .Select(s => s.path) new file mode 100644 index 0000000..2114d06 --- /dev/null +++ b/Assets/Editor/BuildScript.csusing UnityEditor; using System.Linq; public class BuildScript { public static void PerformBuild() { string[] scenes = EditorBuildSettings.scenes .Where(s => s.enabled) .Select(s => s.path) @@ -0,0 +1,38 @@ +using UnityEditor; +using System.Linq; +using System; + +public class BuildScript +{ + private static string[] GetEnabledScenes() + { + return EditorBuildSettings.scenes + .Where(s => s.enabled) + .Select(s => s.path) + .ToArray(); + } + + // 맥(macOS) 빌드 실행 + public static void BuildMac() + { + BuildPlayerOptions options = new BuildPlayerOptions(); + options.scenes = GetEnabledScenes(); + options.locationPathName = "Builds/Mac/MyGame.app"; // .app 폴더로 생성됨 + options.target = BuildTarget.StandaloneOSX; + options.options = BuildOptions.None; + + BuildPipeline.BuildPlayer(options); + } + + // 윈도우(Windows) 빌드 실행 + public static void BuildWindows() + { + BuildPlayerOptions options = new BuildPlayerOptions(); + options.scenes = GetEnabledScenes(); + options.locationPathName = "Builds/Win/MyGame.exe"; + options.target = BuildTarget.StandaloneWindows64; + options.options = BuildOptions.None; + + BuildPipeline.BuildPlayer(options); + } +} \ No newline at end of file