I was trying to get some logic to work in a PreBuild script whether the build is a development build or not using the define symbol #DEVELOPMENT_BUILD. It works in regular scripts, but apparently it doesn’t work for PreBuild scripts because the symbol won’t be defined until the build actually starts. So the #DEVELOPMENT_BUILD never actually hits even though you have “Development Build” checked in the Build Settings.
To check whether or not your build is a development build use:
var isDev = (report.summary.options & BuildOptions.Development) != 0;
In the PreBuild script it would look like this:
public void OnPreprocessBuild(BuildReport report)
{
var isDev = (report.summary.options & BuildOptions.Development) != 0;
if (isDev) {
// Is development build
} else {
// Normal build
}
}
Source: https://qiita.com/Clpsplug/items/c34e8f596e54444623ba
Related Posts
August 10, 2011
[How-to-Fix] Catalyst Control Center & Native Resolution
Native resolution of wide screen not showing up after updating drivers.
April 26, 2015
[FIX] AoE II HD Won’t Start
July 21, 2013
3ds Max Adventures! Character & Car
June 13, 2019
[HOW] Find Old Firebase SDK Versions for Unity3D
The SDK link on the Getting Started with Firebase page automatically downloads the latest Firebase SDK. Quite annoying if you're looking for an older version if you want to re-import an older SDK for your project for example...



