Table of Contents

Class VSCodeBuildPostprocessor

Namespace
GrindFest.Editor
Assembly
GrindFest.dll

Keeps exactly one VS Code archive in the build, and only on platforms where the bundled desktop IDE can actually run.

Both archives live in the source StreamingAssets folder (VSCodePreBuild downloads whichever one the current build target needs) and that source folder is shared by every build — so a linux build followed by a windows build leaves both files on disk, and the next build picks up whatever happens to be there. That is how a 156 MB Windows VS Code zip ended up inside a WebGL build.

Rules: StandaloneWindows* → keep VSCode-win32-x64.zip, drop everything else StandaloneLinux64 → keep VSCode-linux-x64.tar.gz, drop everything else anything else → drop them all (a browser or macOS player cannot run Code.exe)

Extracted folders never ship: the game unpacks the archive itself at startup, into persistentDataPath (see VSCodeManager). The version sidecar of the kept archive does ship — it is a few bytes and saves the game from opening the archive to read a version.

public class VSCodeBuildPostprocessor : IPostprocessBuildWithReport, IOrderedCallback
Inheritance
object
VSCodeBuildPostprocessor
Implements

Properties

callbackOrder

Returns a numeric value that determines the order in which the build callback is invoked.

Methods

OnPostprocessBuild(BuildReport)

Implement this function to receive a callback after the build is complete.