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PostprocessBuildPlayer not compatible with other plugins. #4
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Makes sense! I won't implement it exactly this way, but I'll make the plugin aware of other PostProcessBuildPlayer scripts that are in place. Thanks for reporting! |
I also ran into this issue - as @Dgizusse mentions, that script is generally considered the "right" or extendable way to make multiple PostprocessBuildPlayer scripts work together. The documentation link for Unity is broken, but it's also possible to use the PostprocessBuild attribute in C# code to run code after a build, which I thought was pretty cool and also avoids any conflicts like this. |
My 2c is that even if your script does "something similar", because it's not exactly the same you're going to cause conflicts when new plugins are installed after you. This script line-for-line is pretty much standard now. Kromenak's PostprocessBuild attribute is the way to go. The propeller sdk at http://developers.grantoo.com/ uses it if you want a reference. |
Ok, I'll do it this way then! I plan to fix this soon. Thanks for the feedback. [internal tracking# 12836532] |
Fixed on 0.8.01. |
The most common way to handle this is to include a PostprocessBuildPlayer_PlayGames file that handles the specific need of this plugin and include a generic PostprocessBuildPlayer that does this:
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