Table of Contents

Class SimulatorBuildPipeline

Namespace
Coherence.Build
Assembly
Coherence.Editor.dll
public static class SimulatorBuildPipeline
Inheritance
SimulatorBuildPipeline

Properties

IsBuildingSimulator

public static bool IsBuildingSimulator { get; }

Property Value

bool

Methods

BuildHeadlessLinuxClientAsync()

Method to build a Headless Linux Coherence Simulator, to be uploaded to the developer portal. It handles all the pre-configuration needed to build the Simulator successfully.

The asynchronous nature is due to having to set the scripting symbol COHERENCE_SIMULATOR and the activeBuildSubTarget to Server before performing the build. This will trigger a full recompilation, unless the scripting symbol and the build sub target are already set.

The build will be performed after compilation finishes.

public static void BuildHeadlessLinuxClientAsync()

BuildLocalSimulator()

Method to build a Local Coherence Simulator, to be used locally. It handles all the pre-configuration needed to build the Simulator successfully.

The asynchronous nature is due to having to set the scripting symbol COHERENCE_SIMULATOR before performing the build. This will trigger a full recompilation, unless the scripting symbol is already set.

The build will be performed after compilation finishes.

public static void BuildLocalSimulator()

PrepareHeadlessBuild()

This method must be called before BuildHeadlessLinuxClientAsync. The purpose of this method is to set the required scripting symbol COHERENCE_SIMULATOR and the activeBuildSubTarget to Server, before building the Simulator itself.

It has to be done in two different method calls, because in Batch Mode, there is no Editor loop that ensures the code is recompiled after setting the scripting symbols. See https://docs.unity3d.com/Manual/CustomScriptingSymbols.html

public static void PrepareHeadlessBuild()