using UnityEditor; using UnityEditor.Build; using UnityEditor.Build.Reporting; using UnityEngine; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.HDPipeline; class HDRPCustomBuildProcessor : IPreprocessBuildWithReport { public int callbackOrder { get { return 0; } } public void OnPreprocessBuild(BuildReport report) { // Don't execute the preprocess if we are not HDRenderPipeline HDRenderPipeline hdrp = RenderPipelineManager.currentPipeline as HDRenderPipeline; if (hdrp == null) return; // Note: If you add new platform in this function, think about adding support in IsSupportedPlatform() function in HDRenderPipeline.cs // If platform is supported all good if (report.summary.platform == BuildTarget.StandaloneWindows || report.summary.platform == BuildTarget.StandaloneWindows64 || report.summary.platform == BuildTarget.StandaloneLinux64 || report.summary.platform == BuildTarget.StandaloneLinuxUniversal || report.summary.platform == BuildTarget.StandaloneOSX || report.summary.platform == BuildTarget.XboxOne || report.summary.platform == BuildTarget.PS4 || report.summary.platform == BuildTarget.Switch) { return ; } string msg = "The platform " + report.summary.platform.ToString() + " is not supported with Hight Definition Render Pipeline"; // Throw an exception to stop the build throw new BuildFailedException(msg); } }