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This question was closed Oct 26, 2021 at 02:45 PM by NetChengBBQ for the following reason:

The question is answered, right answer was accepted

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Question by NetChengBBQ · Oct 25, 2021 at 07:09 AM · blenderbuild-errorbuildplayer

How to Build Build Eclipse (Android) projects on Unity 2020.3.1f1 ?

I build apk error when i setup buildOptions value to be buildOptions.AcceptExternalModificationsToPlayer but if change buildOptions value to buildOptions.None then it is going correctly works.

build code:

 public static void BuildPayer_AndroidParamsPack(string customPackName, string outputPath) {
     if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android)
         Debug.Assert(EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android));
 
     // BuildOptions options = BuildOptions.None; // build successful
     BuildOptions options = BuildOptions.AcceptExternalModificationsToPlayer; // build failure
     var name = string.Format("{0}unity2020_Client_{1}_{2}", customPackName, DateTime.Now.ToString("yyyy_MM_dd_HH_mm");
     BuildPipeline.BuildPlayer(GetScenePaths(), Path.Combine(outputPath, name), EditorUserBuildSettings.activeBuildTarget, options);
 }

error:

 InvalidOperationException: The build cannot be appended.
 UnityEditor.BuildPipeline.BuildPlayer (System.String[] scenes, System.String locationPathName, System.String assetBundleManifestPath, UnityEditor.BuildTargetGroup buildTargetGroup, UnityEditor.BuildTarget target, UnityEditor.BuildOptions options, System.String[] extraScriptingDefines) (at <0c3742f371b24679bcaa6fcc508d0cca>:0)
 UnityEditor.BuildPipeline.BuildPlayer (UnityEditor.BuildPlayerOptions buildPlayerOptions) (at <0c3742f371b24679bcaa6fcc508d0cca>:0)
 UnityEditor.BuildPipeline.BuildPlayer (System.String[] levels, System.String locationPathName, UnityEditor.BuildTarget target, UnityEditor.BuildOptions options) (at <0c3742f371b24679bcaa6fcc508d0cca>:0)
 EasyBuildScript.BuildPayer_AndroidParamsPack (System.String customPackName, System.String outputPath) (at Assets/Easy/Editor/EasyBuildScript.cs:501)



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Answer by NetChengBBQ · Oct 26, 2021 at 02:45 PM

before run BuildPipeline.BuildPlayer command, set EditorUserBuildSettings.exportAsGoogleAndroidProject = true ;

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