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Build Pipeline Scripting: Appending projects not working if project doesn't exist

Discussion in 'Editor & General Support' started by waldgeist, Nov 30, 2020.

  1. waldgeist

    waldgeist

    Joined:
    May 6, 2017
    Posts:
    363
    After upgrading to Unity 2019.4.15f1, I noticed that our scripted build pipeline has been broken. We're using the BuildOptions.AcceptExternalModificationsToPlayer option, but this doesn't work anymore if the project is not existing yet. It did work in Unity 2019.4.12f1, however. Does Unity expect us to check if the target folder already contains an exported project now? This is pretty impractical.

    I saw some tips online that recommended setting the `AllowDebugging` option instead. But this is not the same, it won't allow incremental builds in Xcode. Our project is pretty huge, so each complete rebuild takes ages...
     
    EduardDraude likes this.
  2. EduardDraude

    EduardDraude

    Joined:
    Mar 8, 2019
    Posts:
    60
    I have the same problem. Did you resolve it somehow?