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From Unity to iOS, how to perfectly automate frameworks, settings and plist?

in Unity3D when building to an iOS Xcode project,

how to perfectly automate all three of

  • frameworks,
  • settings,
  • plist items?

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

For 2019 ...

在此处输入图片说明

Filename, BuildPostProcessor.cs

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

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");
    }

}

That will do it.

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 .

Fixed code for Unity 2019.3:

// 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 g = project.GetUnityFrameworkTargetGuid();

            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");
    }

}

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