从Unity到iOS,如何完美地自动化框架,设置和plist? [英] From Unity to iOS, how to perfectly automate frameworks, settings and plist?

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问题描述

在构建到iOS Xcode项目时在Unity3D中

in Unity3D when building to an iOS Xcode project,

如何完美实现这三个过程的全部

how to perfectly automate all three of

  • 框架,
  • 设置
  • 列出项目?

解决方案必须仅具有最现代的2019语法和变体,因为多年来Unity中的情况已略有变化.

Solution must have only the most modern 2019 syntax and variations, as this has changed slightly in Unity over the years.

推荐答案

对于2019 ...

文件名BuildPostProcessor.cs

Filename, BuildPostProcessor.cs

将其放在文件夹Assets/Editor/中. (如果文件夹"Editor/"不存在,请把它放在正确的位置.)

Put it in the folder Assets/Editor/ . (Just make the folder "Editor/" exactly there if it does not exist.)

这显示了如何完成所有三个框架,设置和plist.

This shows how to do all three of frameworks, settings and plist.

// filename BuildPostProcessor.cs
// put it in a folder Assets/Editor/
using System.IO;
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.iOS.Xcode;

public class BuildPostProcessor {

    [PostProcessBuild]
    public static void ChangeXcodePlist(BuildTarget buildTarget, string path) {

        if (buildTarget == BuildTarget.iOS) {

            string plistPath = path + "/Info.plist";
            PlistDocument plist = new PlistDocument();
            plist.ReadFromFile(plistPath);

            PlistElementDict rootDict = plist.root;

            Debug.Log(">> Automation, plist ... <<");

            // example of changing a value:
            // rootDict.SetString("CFBundleVersion", "6.6.6");

            // example of adding a boolean key...
            // < key > ITSAppUsesNonExemptEncryption </ key > < false />
            rootDict.SetBoolean("ITSAppUsesNonExemptEncryption", false);

            File.WriteAllText(plistPath, plist.WriteToString());
        }
    }

    [PostProcessBuildAttribute(1)]
    public static void OnPostProcessBuild(BuildTarget target, string path) {

        if (target == BuildTarget.iOS) {

            PBXProject project = new PBXProject();
            string sPath = PBXProject.GetPBXProjectPath(path);
            project.ReadFromFile(sPath);

            string tn = PBXProject.GetUnityTargetName();
            string g = project.TargetGuidByName(tn);

            ModifyFrameworksSettings(project, g);

            // modify frameworks and settings as desired
            File.WriteAllText(sPath, project.WriteToString());
        }
    }

    static void ModifyFrameworksSettings(PBXProject project, string g) {

        // add hella frameworks

        Debug.Log(">> Automation, Frameworks... <<");

        project.AddFrameworkToProject(g, "blah.framework", false);
        project.AddFrameworkToProject(g, "libz.tbd", false);

        // go insane with build settings

        Debug.Log(">> Automation, Settings... <<");

        project.AddBuildProperty(g,
            "LIBRARY_SEARCH_PATHS",
            "../blahblah/lib");

        project.AddBuildProperty(g,
            "OTHER_LDFLAGS",
            "-lsblah -lbz2");

        // note that, due to some Apple shoddyness, you usually need to turn this off
        // to allow the project to ARCHIVE correctly (ie, when sending to testflight):
        project.AddBuildProperty(g,
            "ENABLE_BITCODE",
            "false");
    }

}

那样就可以了.

注意-难题的最后一部分是跨文件(也许是数据文件或文本文件)进行复制.实际上,最好只使用"StreamingAssets/"方法,请参见此质量检查中的完整说明.

Note - the final part of the puzzle is copying across files (perhaps data files or text files). In reality it's best to just use the "StreamingAssets/" approach, explained fully in this QA.

这篇关于从Unity到iOS,如何完美地自动化框架,设置和plist?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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