Target Platform Windows以 Windows 为构建目标 Mac OS X以 Mac 为构建目标 Linux以 Linux 为构建目标 Architecturex86 x8632 位 CPU x86_6464 位 CPU Universal所有 CPU 设备 x86 + x86_64 (Universal)适用于 Linux 的所有 CPU 设备 Copy PDB files(仅限 Windows)在构建的独立平台播放器中包含 Microsoft 程序...
m_BuildTargetBatching: - m_BuildTarget: WebGL m_StaticBatching: 1 m_DynamicBatching: 1 m_BuildTargetGraphicsJobs: - m_BuildTarget: MacStandaloneSupport m_GraphicsJobs: 0 @@ -397,27 +401,30 @@ PlayerSettings: - m_BuildTarget: iOSSupport m_GraphicsJobs: 0 - m_BuildTarget: WindowsStand...
echo " Build Web documents (compiles .md.html files to .html)."echo "" echo "Build types:" echo " release" echo " Release build only" echo " debug" echo " Debug build only" echo "" echo "Targets:" echo " Any target supported by the underlying build system" echo "...
Resolution Note (2022.2.X): Thank you for opening the bug. However, the Unity WebGL build target is designed for usage via a web server. We are unable to provide workarounds for browser limitations when accessing content locally via a file://...
name: Unity Builder on: push: paths: - .github/workflows/UnityBuilder.yml jobs: buildForAllSupportedPlatforms: name: Build for ${{ matrix.targetPlatform }} runs-on: ubuntu-latest strategy: fail-fast: false matrix: targetPlatform: - StandaloneOSX # Build a macOS standalone (Intel 64-bit)...
SkDebug('explicitSwapControl is not supported'); return 0; } // GL is an enscripten provided helper // See <https://github.com/emscripten-core/emscripten/blob/incoming/src/library_webgl.js> return GL.createContext(canvas, contextAttributes); ...
WebGLWasmArithmeticExceptions WindowsBuildAndRunDeployTarget WindowsGamepadBackendHint WSABuildAndRunDeployTarget WSABuildType WSASubtarget WSAUWPBuildType XboxBuildSubtarget XcodeBuildConfig Attributes Assemblies Unity BuildOptions enumeration Leave feedback Description Building options. Multiple options can be ...
The idea was to build a similar, if not identical, experience on all WebGL supported platforms and to try to reach native apps’ features.This article will then explain how this experience works and the various challenges we’ve faced to build it....
} else { # If not enabled, a phony empty target that swallows all otherwise unused variables. skia_source_set(target_name) { visibility = [ ":*" ] check_includes = false forward_variables_from(invoker, "*", [ "sources", "cflags", ...
If you open up the offending scripts you'll see a list of platform not supported at the top: #if !(UNITY_IPHONE || UNITY_ANDROID || UNITY_FLASH || UNITY_PS3 || UNITY_BLACKBERRY || UNITY_METRO || UNITY_WP8) Wherever you see this list you could add UNITY_PSM: ...