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從Unity到iOS,如何完美自動化框架、設置和plist?

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

在 Unity3D 中構建到 iOS Xcode 項目時,

如何完美地自動化所有三個

  • 構架,
  • 設置,
  • plist項目?

解決方案必須只有最現代的 2019 語法和變體,因為這些年來 Unity 中的這一點略有變化。

對於 2019 年...

在此處輸入圖片說明

文件名,BuildPostProcessor.cs

把它放在文件夾 Assets/Editor/ 中。 (如果它不存在,只需將文件夾“Editor/”准確地放在那里。)

這展示了如何完成所有三個框架、設置和 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");
    }

}

這樣就可以了。

注意 - 拼圖的最后一部分是跨文件復制(可能是數據文件或文本文件)。 實際上,最好只使用“StreamingAssets/”方法,在本 QA 中有完整的解釋。

Unity 2019.3 的固定代碼:

// 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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