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btco avatar btco commented on August 23, 2024

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!

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kromenak avatar kromenak commented on August 23, 2024

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.

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tenpn avatar tenpn commented on August 23, 2024

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.

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btco avatar btco commented on August 23, 2024

Ok, I'll do it this way then! I plan to fix this soon. Thanks for the feedback.

[internal tracking# 12836532]

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btco avatar btco commented on August 23, 2024

Fixed on 0.8.01.

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