namespace UnityEditor.TestTools.TestRunner { internal class SwitchPlatformSetup : IPlatformSetup { public void Setup() { EditorUserBuildSettings.switchCreateRomFile = true; EditorUserBuildSettings.switchNVNGraphicsDebugger = false; #if UNITY_2020_1_OR_NEWER EditorUserBuildSettings.switchNVNDrawValidation_Heavy = true; // catches more graphics errors #else EditorUserBuildSettings.switchNVNDrawValidation = true; // catches more graphics errors #endif EditorUserBuildSettings.development = true; EditorUserBuildSettings.switchRedirectWritesToHostMount = true; // We can use these when more debugging is required: //EditorUserBuildSettings.switchNVNDrawValidation = false; // cannot be used with shader debug //EditorUserBuildSettings.switchNVNGraphicsDebugger = true; //EditorUserBuildSettings.switchNVNShaderDebugging = true; //EditorUserBuildSettings.switchCreateSolutionFile = true; // for shorter iteration time //EditorUserBuildSettings.allowDebugging = true; // managed debugger can be attached } public void PostBuildAction() { } public void PostSuccessfulBuildAction() { } public void PostSuccessfulLaunchAction() { } public void CleanUp() { } } }