Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Editor /BuildProcessors /URPPreprocessBuild.cs
| using System; | |
| using System.Collections.Generic; | |
| using System.Text; | |
| using UnityEditor.Build; | |
| using UnityEditor.Build.Reporting; | |
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.Universal; | |
| namespace UnityEditor.Rendering.Universal | |
| { | |
| class URPPreprocessBuild : IPreprocessBuildWithReport | |
| { | |
| public int callbackOrder => int.MinValue + 100; | |
| private static URPBuildData m_BuildData = null; | |
| public void OnPreprocessBuild(BuildReport report) | |
| { | |
| m_BuildData?.Dispose(); | |
| bool isDevelopmentBuild = (report.summary.options & BuildOptions.Development) != 0; | |
| m_BuildData = new URPBuildData(EditorUserBuildSettings.activeBuildTarget, isDevelopmentBuild); | |
| if (m_BuildData.buildingPlayerForUniversalRenderPipeline) | |
| { | |
| // Now that we know that we are on URP we need to make sure everything is correct, otherwise we break the build. | |
| if (!URPBuildDataValidator.IsProjectValidForBuilding(report, out var message)) | |
| throw new BuildFailedException(message); | |
| LogIncludedAssets(m_BuildData.renderPipelineAssets); | |
| } | |
| } | |
| internal static void LogIncludedAssets(List<UniversalRenderPipelineAsset> assetsList) | |
| { | |
| using (GenericPool<StringBuilder>.Get(out var assetsIncluded)) | |
| { | |
| assetsIncluded.Clear(); | |
| assetsIncluded.AppendLine($"{assetsList.Count} URP assets included in build"); | |
| foreach (var urpAsset in assetsList) | |
| { | |
| assetsIncluded.AppendLine($"- {urpAsset.name} - {AssetDatabase.GetAssetPath(urpAsset)}"); | |
| foreach (var rendererData in urpAsset.m_RendererDataList) | |
| { | |
| if (rendererData != null) | |
| assetsIncluded.AppendLine($"\t - {rendererData.name} - {AssetDatabase.GetAssetPath(rendererData)} - {rendererData.GetType()}"); | |
| } | |
| } | |
| Debug.Log(assetsIncluded); | |
| } | |
| } | |
| public void OnPostprocessBuild(BuildReport report) | |
| { | |
| // Clean up the build data once we have finishing building | |
| m_BuildData?.Dispose(); | |
| m_BuildData = null; | |
| } | |
| } | |
| } | |