Summary
- Assembly
- Cake
.Unity .dll - Namespace
- Cake
.Unity - Base Types
-
- Object
Syntax
public class UnityEditorArguments
Constructors
Name | Summary |
---|---|
UnityEditorArguments |
Properties
Name | Value | Summary |
---|---|---|
AcceptAPIUpdate | bool |
Use this command line option to specify that APIUpdater should run when Unity is launched in batch mode. Omitting this command line argument when launching Unity in batch mode results in APIUpdater not running which can lead to compiler errors. Note that in versions prior to 2017.2 there’s no way to not run APIUpdater when Unity is launched in batch mode.
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AssetServerUpdate | AssetServerUpdate |
Force an update of the project in the Asset Server given by IP:port. The port is optional, and if not given it is assumed to be the standard one (10733). It is advisable to use this command in conjunction with the -projectPath argument to ensure you are working with the correct project. If you don’t give a project name, then the command line uses the last project opened by Unity. If no project exists at the path -projectPath gives, then the command line creates one automatically.
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BatchMode | bool |
Run Unity in batch mode. You should always use this in conjunction with the other command line arguments, because it ensures no pop-up windows appear and eliminates the need for any human intervention. When an exception occurs during execution of the script code, the Asset server updates fail, or other operations fail, Unity immediately exits with return code 1. Note that in batch mode, Unity sends a minimal version of its log output to the console. However, the Log Files still contain the full log information. You cannot open a project in batch mode while the Editor has the same project open; only a single instance of Unity can run at a time. Tip: To check whether you are running the Editor or Standalone Player in batch mode, use the Application.isBatchMode operator. |
BuildLinux32Player | FilePath |
Build a 32-bit standalone Linux player (for example, -buildLinux32Player path/to/your/build).
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BuildLinux64Player | FilePath |
Build a 64-bit standalone Linux player (for example, -buildLinux64Player path/to/your/build)
|
Build |
FilePath |
Build a combined 32-bit and 64-bit standalone Linux player (for example, -buildLinuxUniversalPlayer path/to/your/build)
|
BuildOSX64Player | FilePath |
Build a 64-bit standalone Mac OSX player (for example, -buildOSX64Player path/to/your/build.app)
|
BuildOSXPlayer | FilePath |
Build a 32-bit standalone Mac OSX player (for example, -buildOSXPlayer path/to/your/build.app)
|
Build |
FilePath |
Build a combined 32-bit and 64-bit standalone Mac OSX player (for example, -buildOSXUniversalPlayer path/to/your/build.app)
|
BuildTarget | Nullable |
Allows the selection of an active build target before loading a project.
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BuildWindows64Player | FilePath |
Build a 64-bit standalone Windows player (for example, -buildWindows64Player path/to/your/build.exe)
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BuildWindowsPlayer | FilePath |
Build a 32-bit standalone Windows player (for example, -buildWindowsPlayer path/to/your/build.exe).
|
CacheServerIPAddress | string |
Connect to the specified Cache Server on startup, overriding any configuration stored in the Editor Preferences.
Set string as host:port
|
CreateProject | FilePath |
Create an empty project at the given path.
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Custom | dynamic |
Custom arguments which can further be processed in Unity Editor script by calling System.Environment.GetCommandLineArgs method. They are supplied among other arguments in format "--key=value". Expected to be used in conjunction with ExecuteMethod argument. |
Disable |
string[] |
Specify a space-separated list of assembly names as parameters for Unity to ignore on automatic updates. Pass empty array to ignore all assemblies.
|
Editor |
string |
Filter editor tests by categories. Separate test categories with a comma.
|
EditorTestsFilter | string |
Filter editor tests by names. Separate test names with a comma.
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ExecuteMethod | string |
Execute the static method as soon as Unity opens the project, and after the optional Asset server update is complete. You can use this to do tasks such as continous integration, performing Unit Tests, making builds or preparing data. To return an error from the command line process, either throw an exception which causes Unity to exit with return code 1, or call EditorApplication.Exit with a non-zero return code. To pass parameters, add them to the command line and retrieve them inside the function using System.Environment.GetCommandLineArgs. To use -executeMethod, you need to place the enclosing script in an Editor folder. The method you execute must be defined as static.
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ExportPackage | ExportPackage |
Export a package, given a path (or set of given paths). Asset paths are set relative to the Unity project root.
Currently, this option only exports whole folders at a time. You normally need to use this command with the -projectPath argument.
|
ForceClamped | bool |
Used with -force-glcoreXY to prevent checking for additional OpenGL extensions, allowing it to run between platforms with the same code paths.
|
ForceD3D11 | bool |
Windows only. Make the Editor use Direct3D 11 for rendering. Normally the graphics API depends on Player settings(typically defaults to D3D11).
|
ForceDeviceIndex | bool |
MacOS only. When using Metal, make the Editor use a particular GPU device by passing it the index of that GPU.
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ForceFree | bool |
Make the Editor run as if there is a free Unity license on the machine, even if a Unity Pro license is installed.
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ForceGfxMetal | bool |
MacOS only. Make the Editor use Metal as the default graphics API.
|
ForceGLCore | Nullable |
Make the Editor use OpenGL core profile for rendering.
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ForceGLES | Nullable |
Windows only. Make the Editor use OpenGL for Embedded Systems for rendering.
|
ForceLowPowerDevice | bool |
MacOS only. When using Metal, make the Editor use a low power device.
|
ImportPackage | FilePath |
Import the given package. No import dialog is shown.
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LogFile | FilePath |
Specify where the Editor or Windows/Linux/OSX standalone log file are written. If the path is ommitted, OSX and Linux will write output to the console. Windows uses the path %LOCALAPPDATA%\Unity\Editor\Editor.log as a default.
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NoGraphics | bool |
When running in batch mode, do not initialize the graphics device at all. This makes it possible to run your automated workflows on machines that don’t even have a GPU (automated workflows only work when you have a window in focus, otherwise you can’t send simulated input commands). Note that -nographics does not allow you to bake GI, because Enlighten requires GPU acceleration.
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NoUPM | bool |
Disables the Unity Package Manager.
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Password | string |
Enter a password into the log-in form during activation of the Unity Editor.
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ProjectPath | DirectoryPath |
Open the project at the given path.
|
Quit | bool |
Quit the Unity Editor after other commands have finished executing. Note that this can cause error messages to be hidden (however, they still appear in the Editor.log file).
|
ReturnLicense | bool |
Return the currently active license to the license server. Please allow a few seconds before the license file is removed, because Unity needs to communicate with the license server.
|
RunTests | bool |
Run all your test by your TestPlatform;
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Serial | string |
Activate Unity with the specified serial key. It is good practice to pass the -batchmode and -quit arguments as well, in order to quit Unity when done, if using this for automated activation of Unity. Please allow a few seconds before the license file is created, because Unity needs to communicate with the license server. Make sure that license file folder exists, and has appropriate permissions before running Unity with this argument. If activation fails, see the Editor.log for info.
|
SetCustomArguments | Action |
Custom arguments which can further be processed in Unity Editor script by calling System.Environment.GetCommandLineArgs method. They are supplied among other arguments in format "--key=value". Expected to be used in conjunction with ExecuteMethod argument. |
Set |
Nullable |
Supported only on Android. Sets the default texture compression to the desired format before importing a texture or building the project. This is so you don’t have to import the texture again with the format you want.
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SilentCrashes | bool |
Prevent Unity from displaying the dialog that appears when a Standalone Player crashes. This argument is useful when you want to run the Player in automated builds or tests, where you don’t want a dialog prompt to obstruct automation.
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StackTraceLogType | Nullable |
Detailed debugging feature. StackTraceLogging allows you to allow detailed logging. (for example, -stackTraceLogType Full)
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TestPlatform | Nullable |
Allows the selection of an active test platform.
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TestResults | FilePath |
Path location to place the result file. If the path is a folder, the command line uses a default file name. If not specified, it places the results in the project’s root folder.
|
Username | string |
Enter a username into the log-in form during activation of the Unity Editor.
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Extension Methods
Name | Value | Summary |
---|---|---|
Dump |
string |
Get a basic string representation of specified object.
From LoggingExtensions
Requires the Cake.Incubator addin
|
IsIn |
bool |
Checks if the source is contained in a list
From EnumerableExtensions
Requires the Cake.Incubator addin
|
NotNull |
void |
Throws an exception if the specified parameter's value is null.
From Extensions
Requires the Cake.Ftp addin
|
NotNull |
void |
From IssuesArgumentChecks
Requires the Cake.Issues addin
|
ThrowIfNull |
T |
Throws a
System.ArgumentNullException with a specific message if the value is null, otherwise returns the value
From AssertExtensions
Requires the Cake.Incubator addin
|
ThrowIfNull |
T |
Throws a
System.ArgumentNullException if the value is null, otherwise returns the value
From AssertExtensions
Requires the Cake.Incubator addin
|
ToDictionary |
IDictionary |
From ObjectHelpers
Requires the Cake.DeployParams addin
|
To |
string |
From StringExtensions
Requires the Cake.Issues addin
|