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Builder.cs
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// Copyright 2021 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// https://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using System;
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEngine;
// Allows doing builds from the command line.
//
// For more information, see:
// https://docs.unity3d.com/Manual/CommandLineArguments.html
// https://docs.unity3d.com/ScriptReference/BuildOptions.html
// https://docs.unity3d.com/ScriptReference/BuildPipeline.BuildPlayer.html
public class Builder {
public static void BuildIos() {
var options = new BuildPlayerOptions();
// For iOS, this is the name of the folder containing the generated XCode
// project.
options.locationPathName = "ios-build";
options.target = BuildTarget.iOS;
// Firebase Unity plugins don't seem to work on a simulator.
PlayerSettings.iOS.sdkVersion = iOSSdkVersion.DeviceSDK;
// AcceptExternalModificationsToPlayer corresponds to "Append" in the Unity
// UI -- it allows doing incremental builds.
options.options = BuildOptions.AcceptExternalModificationsToPlayer;
Build(options);
}
public static void BuildTvos() {
var options = new BuildPlayerOptions();
// For tvOS, this is the name of the folder containing the generated XCode
// project.
options.locationPathName = "tvos-build";
options.target = BuildTarget.tvOS;
// Firebase Unity plugins don't seem to work on a simulator.
PlayerSettings.tvOS.sdkVersion = tvOSSdkVersion.Device;
// AcceptExternalModificationsToPlayer corresponds to "Append" in the Unity
// UI -- it allows doing incremental builds.
options.options = BuildOptions.AcceptExternalModificationsToPlayer;
Build(options);
}
public static void BuildAndroid() {
var options = new BuildPlayerOptions();
string[] args = Environment.GetCommandLineArgs();
String apkName = args[args.Length - 1];
if (!apkName.EndsWith(".apk")) {
throw new Exception("No APK name given for the Android build.");
}
Debug.Log("Building " + apkName);
// For Android, this is the name of the resulting apk.
options.locationPathName = apkName;
options.target = BuildTarget.Android;
// Note that the Android build doesn't support incremental rebuilds.
Build(options);
}
private static void Build(BuildPlayerOptions options) {
options.scenes = new string[] { "Assets/Firebase/Sample/Firestore/MainSceneAutomated.unity" };
BuildReport report = BuildPipeline.BuildPlayer(options);
BuildSummary summary = report.summary;
if (summary.result == BuildResult.Failed) {
throw new Exception("Build error (see the Unity Editor log for more).");
} else if (summary.result == BuildResult.Succeeded) {
Debug.Log("Build succeeded: " + summary.outputPath);
}
}
}