playtest-unity/playtest/Library/PackageCache/com.unity.visualscripting@1.../Documentation~/vs-aot.md

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# Use Visual Scripting with Unity Cloud Build
At build time, Unity removes any code that isn't used by a project to reduce build size. This can cause problems with Visual Scripting because Unity can remove code that's necessary for Script Graphs to run in a project.
For versions 1.7.x, Visual Scripting generates an `AotStubs.cs` file, which stores the Unity APIs that graphs use. With the `AotStubs.cs` file, Unity doesn't remove any Unity APIs used in a graph from a build. You can generate this file when you create a build of a project.
Builds through Unity Cloud Build can fail because Cloud Build prevents domain reload between the prebuild and build phases of the project. Without a domain reload, the build doesn't include the generated `AotStubs.cs` file. For more information about domain reload, see [Domain Reloading](https://docs.unity3d.com/Manual/DomainReloading.html) in the Unity User Manual.
To build a Visual Scripting project with Cloud Build, do the following:
1. Build the project locally for your desired platform. <br/>For more information on how to build a project, see the relevant section for each platform in [Platform development](https://docs.unity3d.com/Documentation/Manual/PlatformSpecific.html) in the User Manual.
2. After the build, do one of the following:
- Open the project files in the system file explorer.
- Open the [Project window](https://docs.unity3d.com/Manual/ProjectView.html) in the Unity Editor.
3. In the project files, go to **Assets** &gt; **Unity.VisualScripting.Generated** &gt; **VisualScripting.Core**.
4. Locate the `AotStubs.cs` file.
5. Add the `AotStubs.cs` file to your source control system.
Your Cloud Build settings might automatically trigger a new build of the project after you commit the `AotStubs.cs` file. For more information about version control systems and Cloud Build, see [Unity Cloud Build](https://docs.unity3d.com/Manual/UnityCloudBuild.html) in the User Manual.