diff --git a/Assets/Fungus/Thirdparty/Usfxr/Scripts/SfxrAudioPlayer.cs b/Assets/Fungus/Thirdparty/Usfxr/Scripts/SfxrAudioPlayer.cs index 193648c9..604baed0 100644 --- a/Assets/Fungus/Thirdparty/Usfxr/Scripts/SfxrAudioPlayer.cs +++ b/Assets/Fungus/Thirdparty/Usfxr/Scripts/SfxrAudioPlayer.cs @@ -52,7 +52,7 @@ public class SfxrAudioPlayer : MonoBehaviour { void Start() { // Creates an empty audio source so this GameObject can receive audio events AudioSource soundSource = gameObject.AddComponent(); - soundSource.clip = new AudioClip(); + soundSource.clip = null; // new AudioClip(); soundSource.volume = 1f; soundSource.pitch = 1f; soundSource.priority = 128; diff --git a/Assets/UnityTestTools/IntegrationTestsFramework/TestRunner/Editor/PlatformRunner/PlatformRunner.cs b/Assets/UnityTestTools/IntegrationTestsFramework/TestRunner/Editor/PlatformRunner/PlatformRunner.cs index d6fc755b..e6458e6c 100644 --- a/Assets/UnityTestTools/IntegrationTestsFramework/TestRunner/Editor/PlatformRunner/PlatformRunner.cs +++ b/Assets/UnityTestTools/IntegrationTestsFramework/TestRunner/Editor/PlatformRunner/PlatformRunner.cs @@ -6,6 +6,7 @@ using UnityEditor; using UnityEditorInternal; using UnityEngine; using System.Linq; +using UnityEditor.Build.Reporting; namespace UnityTest.IntegrationTests { @@ -80,17 +81,28 @@ namespace UnityTest.IntegrationTests AssetDatabase.Refresh(); - var result = BuildPipeline.BuildPlayer(configuration.testScenes.Concat(configuration.buildScenes).ToArray(), +#if UNITY_2018_1_OR_NEWER + BuildReport result = BuildPipeline.BuildPlayer(configuration.testScenes.Concat(configuration.buildScenes).ToArray(), configuration.GetTempPath(), configuration.buildTarget, BuildOptions.AutoRunPlayer | BuildOptions.Development); +#else + string result = BuildPipeline.BuildPlayer(configuration.testScenes.Concat(configuration.buildScenes).ToArray(), + configuration.GetTempPath(), + configuration.buildTarget, + BuildOptions.AutoRunPlayer | BuildOptions.Development); +#endif settings.RevertSettingsChanges(); settings.RemoveAllConfigurationFiles(); AssetDatabase.Refresh(); +#if UNITY_2018_1_OR_NEWER + if (result != null) +#else if (!string.IsNullOrEmpty(result)) +#endif { if (InternalEditorUtility.inBatchMode) EditorApplication.Exit(Batch.returnCodeRunError);