Add 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)
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using UnityEditor;
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using System.Linq;
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using System;
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public class BuildScript
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{
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private static string[] GetEnabledScenes()
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{
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return EditorBuildSettings.scenes
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.Where(s => s.enabled)
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.Select(s => s.path)
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.ToArray();
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}
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// 맥(macOS) 빌드 실행
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public static void BuildMac()
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{
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BuildPlayerOptions options = new BuildPlayerOptions();
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options.scenes = GetEnabledScenes();
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options.locationPathName = "Builds/Mac/MyGame.app"; // .app 폴더로 생성됨
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options.target = BuildTarget.StandaloneOSX;
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options.options = BuildOptions.None;
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BuildPipeline.BuildPlayer(options);
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}
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// 윈도우(Windows) 빌드 실행
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public static void BuildWindows()
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{
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BuildPlayerOptions options = new BuildPlayerOptions();
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options.scenes = GetEnabledScenes();
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options.locationPathName = "Builds/Win/MyGame.exe";
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options.target = BuildTarget.StandaloneWindows64;
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options.options = BuildOptions.None;
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BuildPipeline.BuildPlayer(options);
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}
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}
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