制作unity自动打包工具时,不同的渠道需要不同的AppIcon,在网上找了方法,记录下
Unity4.6测试可用,Unity2017.2.0测试不可用
代码:
public void SetDefaultIcon() {
Texture2D texture = AssetDatabase.LoadAssetAtPath(string.Format("Assets/AppIcon/{0}.png", "appicon"), typeof(Texture2D)) as Texture2D; MethodInfo getIconFormPlatform = typeof(PlayerSettings).GetMethod("GetIconsForPlatform", BindingFlags.NonPublic | BindingFlags.Static); MethodInfo getIconSizesForPlatform = typeof(PlayerSettings).GetMethod("GetIconSizesForPlatform", BindingFlags.NonPublic | BindingFlags.Static); MethodInfo setIconsForPlatform = typeof(PlayerSettings).GetMethod("SetIconsForPlatform", BindingFlags.NonPublic | BindingFlags.Static); Texture2D[] textureArray = (Texture2D[])getIconFormPlatform.Invoke(null, new object[] { string.Empty }); var iconSizesForPlatform = (int[])getIconSizesForPlatform.Invoke(null, new object[] { string.Empty }); if (textureArray.Length != iconSizesForPlatform.Length) { textureArray = new Texture2D[iconSizesForPlatform.Length]; setIconsForPlatform.Invoke(null, new object[] { string.Empty, textureArray }); }
textureArray[0] = texture; setIconsForPlatform.Invoke(null, new object[] { string.Empty, textureArray }); AssetDatabase.SaveAssets(); }
自己摸索了下,折腾出2017下修改APPIcon方法
private void _setDefaultIcon(string iconName) { Texture2D texture = AssetDatabase.LoadAssetAtPath(string.Format("Assets/Images/Icon/{0}.png", iconName), typeof(Texture2D)) as Texture2D; int[] iconSize = PlayerSettings.GetIconSizesForTargetGroup(BuildTargetGroup.Android); Texture2D[] textureArray = new Texture2D[iconSize.Length]; for (int i = 0; i < textureArray.Length; i++) { textureArray[i] = texture; } textureArray[0] = texture; PlayerSettings.SetIconsForTargetGroup(BuildTargetGroup.Android, textureArray); AssetDatabase.SaveAssets(); }