public static void OnPostProcessBuild(BuildTarget target, string path)
 {
     if (!FacebookSettings.IsValidAppId)
     {
         Debug.LogWarning("You didn't specify a Facebook app ID.  Please add one using the Facebook menu in the main Unity editor.");
     }
     if (target.ToString() == "iOS" || target.ToString() == "iPhone")
     {
         UpdatePlist(path);
         FixupFiles.FixColdStart(path);
         FixupFiles.AddBuildFlag(path);
     }
 }
Exemple #2
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        public static void OnPostProcessBuild(BuildTarget target, string path)
        {
            // If integrating with facebook on any platform, throw a warning if the app id is invalid
            if (!FacebookSettings.IsValidAppId)
            {
                Debug.LogWarning("You didn't specify a Facebook app ID.  Please add one using the Facebook menu in the main Unity editor.");
            }

            // Unity renamed build target from iPhone to iOS in Unity 5, this keeps both versions happy
            if (target.ToString() == "iOS" || target.ToString() == "iPhone")
            {
                UpdatePlist(path);
                FixupFiles.FixSimulator(path);
                FixupFiles.AddVersionDefine(path);
                FixupFiles.FixColdStart(path);
                FixupFiles.AddBuildFlag(path);
            }

            if (target == BuildTarget.Android)
            {
                // The default Bundle Identifier for Unity does magical things that causes bad stuff to happen
                var defaultIdentifier = "com.Company.ProductName";

                if (Utility.GetApplicationIdentifier() == defaultIdentifier)
                {
                    Debug.LogError("The default Unity Bundle Identifier (com.Company.ProductName) will not work correctly.");
                }

                if (!FacebookAndroidUtil.SetupProperly)
                {
                    Debug.LogError("Your Android setup is not correct. See Settings in Facebook menu.");
                }

                if (!ManifestMod.CheckManifest())
                {
                    // If something is wrong with the Android Manifest, try to regenerate it to fix it for the next build.
                    ManifestMod.GenerateManifest();
                }
            }
        }