//Backup Player Settings of original project and change the to loader APK settings before building loader APK
        private static void BackupAndChangePlayerSettings()
        {
            originalCompanyName       = PlayerSettings.companyName;
            originalProductName       = PlayerSettings.productName;
            originalPackageName       = PlayerSettings.applicationIdentifier;
            originalVersion           = PlayerSettings.bundleVersion;
            originalBundleVersionCode = PlayerSettings.Android.bundleVersionCode;
            originalScriptingBackEnd  = PlayerSettings.GetScriptingBackend(BuildTargetGroup.Android);

            PlayerSettings.companyName               = loaderCompanyName;
            PlayerSettings.productName               = loaderProductName;
            PlayerSettings.applicationIdentifier     = loaderPackageName;
            PlayerSettings.bundleVersion             = loaderVersion;
            PlayerSettings.Android.bundleVersionCode = loaderBundleVersionCode;
            PlayerSettings.SetScriptingBackend(BuildTargetGroup.Android, loaderScriptingBackEnd);

#if UNITY_2018_3_OR_NEWER
            originalManagedStrippingLevel = PlayerSettings.GetManagedStrippingLevel(BuildTargetGroup.Android);
            PlayerSettings.SetManagedStrippingLevel(BuildTargetGroup.Android, loaderManagedStrippingLevel);
#else
            originalStrippingLevel        = PlayerSettings.strippingLevel;
            PlayerSettings.strippingLevel = loaderStrippingLevel;
#endif
            originalStripEngineCode        = PlayerSettings.stripEngineCode;
            PlayerSettings.stripEngineCode = loaderStripEngineCode;
        }
Esempio n. 2
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        static SetAndroid()
        {
            if (!PlayerSettings.Android.forceInternetPermission)
            {
                PlayerSettings.Android.forceInternetPermission = true;

                Debug.Log("Android: 'forceInternetPermission' set to true");
            }

            BuildTarget      target = EditorUserBuildSettings.activeBuildTarget;
            BuildTargetGroup group  = BuildPipeline.GetBuildTargetGroup(target);

#if UNITY_2018_3_OR_NEWER
            ManagedStrippingLevel level = ManagedStrippingLevel.Disabled;

            if (PlayerSettings.GetScriptingBackend(group) == ScriptingImplementation.Mono2x && PlayerSettings.GetManagedStrippingLevel(group) != level)
            {
                PlayerSettings.SetManagedStrippingLevel(group, level);

                Debug.Log("Android: stripping level changed to '" + level + "'");
            }
#else
            StrippingLevel level = StrippingLevel.Disabled;

            if (PlayerSettings.GetScriptingBackend(group) == ScriptingImplementation.Mono2x && PlayerSettings.strippingLevel != level)
            {
                PlayerSettings.strippingLevel = level;

                Debug.Log("Android: stripping level changed to '" + level + "'");
            }
#endif
        }
Esempio n. 3
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    private void Init(Params buildParams)
    {
        InitBuildParams(buildParams);

        PlayerPrefs.SetInt("IgnoreExecuteInEditMode", 1);

        if (!Directory.Exists(TempAssetsPath))
        {
            AssetDatabase.CreateFolder(Path.GetDirectoryName(TempAssetsPath), Path.GetFileName(TempAssetsPath));
        }

        AssetDatabase.SaveAssets();

        // To save the build state to disk, since entering playmode will destroy this class
        AssetDatabase.CreateAsset(this, BuilderTempPath);

        _scenes      = BuildUtils.CollectBuildScenes();
        _buildAssets = BuildUtils.CollectBuildAssets();

        _lateProcessor = new LateReferenceProcessor(_buildAssets);

        _oldStrippingLevel          = PlayerSettings.strippingLevel;
        _oldScene                   = EditorApplication.currentScene;
        _oldRunInBackground         = Application.runInBackground;
        _oldRunInBackgroundSettings = PlayerSettings.runInBackground;
        _oldAndroidBuildSubtarget   = EditorUserBuildSettings.androidBuildSubtarget;
    }
    private static void PrebuildProjectSettingUpdate()
    {
        // Modify application identifier for transition APK
        projectDefaultAppIdentifier          = PlayerSettings.applicationIdentifier;
        PlayerSettings.applicationIdentifier = projectDefaultAppIdentifier
                                               + transitionApkOptionalIdentifier;

        // Set VersionCode as a unique identifier for transition APK
        projectDefaultVersion        = PlayerSettings.bundleVersion;
        PlayerSettings.bundleVersion = TRANSITION_APK_VERSION_NAME;

        // Modify IL2CPP option as it strips script symbols that are necessary for the scenes at runtime
        projectScriptImplementation = PlayerSettings.GetScriptingBackend(EditorUserBuildSettings.selectedBuildTargetGroup);
        if (projectScriptImplementation != ScriptingImplementation.Mono2x)
        {
            // Show message in console to make it more clear to developers
            OVRBundleTool.PrintLog("Build will use Mono as scripting backend.");
            PlayerSettings.SetScriptingBackend(EditorUserBuildSettings.selectedBuildTargetGroup, ScriptingImplementation.Mono2x);
        }

        // Avoid stripping managed code that are necessary for the scenes at runtime
#if UNITY_2018_3_OR_NEWER
        projectManagedStrippingLevel = PlayerSettings.GetManagedStrippingLevel(BuildTargetGroup.Android);
        if (projectManagedStrippingLevel != ManagedStrippingLevel.Disabled)
        {
            OVRBundleTool.PrintLog("Build will set Managed Stripping Level to Disabled.");
            PlayerSettings.SetManagedStrippingLevel(BuildTargetGroup.Android, ManagedStrippingLevel.Disabled);
        }
#else
        projectStrippingLevel = PlayerSettings.strippingLevel;
        if (projectStrippingLevel != StrippingLevel.Disabled)
        {
            OVRBundleTool.PrintLog("Build will set Stripping Level to Disabled.");
            PlayerSettings.strippingLevel = StrippingLevel.Disabled;
        }
#endif

        projectStripEngineCode = PlayerSettings.stripEngineCode;
        if (projectStripEngineCode)
        {
            PlayerSettings.stripEngineCode = false;
        }
    }
Esempio n. 5
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        static SetAndroid()
        {
            if (!PlayerSettings.Android.forceInternetPermission)
            {
                PlayerSettings.Android.forceInternetPermission = true;

                Debug.Log("Android: 'forceInternetPermission' set to true");
            }

            StrippingLevel   level  = StrippingLevel.Disabled;
            BuildTarget      target = EditorUserBuildSettings.activeBuildTarget;
            BuildTargetGroup group  = BuildPipeline.GetBuildTargetGroup(target);

            //Debug.Log("Stripping level: " + PlayerSettings.strippingLevel + " (" + PlayerSettings.GetScriptingBackend(group) + ")");

            if (PlayerSettings.GetScriptingBackend(group).ToString().CTEquals("Mono2x") && PlayerSettings.strippingLevel != level)
            {
                PlayerSettings.strippingLevel = level;

                Debug.Log("Android: stripping level changed to '" + level + "'");
            }
        }
		void DrawMapInfo(){
			
			GUILayout.Label(TidyMessages.MAP_CREATOR_CURRENT_MAP_CATEGORY,EditorStyles.boldLabel);
			
			GUILayout.Space(10.0f);
			
			if(currentBehaviour != MapPaintBehaviour.Disabled){
				
				GUI.enabled = false;
				
			}
			
				
			string mapName = TidyMessages.MAP_CREATOR_NO_MAP_SELECTED;
			int width = 0, height = 0;
			
			if(focusMap != null){
				mapName = focusMap.name;
				width = focusMap.currentWidth;
				height = focusMap.currentHeight;
			}
			
							
			GUILayout.Label(TidyMessages.MAP_CREATOR_SELECTED_MAP_LABEL + mapName);
			
			GUILayout.Label(TidyMessages.MAP_CREATOR_CHUNK_WIDTH + width + TidyMessages.MAP_CREATOR_CHUNK_WIDTH_SUFFIX);
			GUILayout.Label(TidyMessages.MAP_CREATOR_CHUNK_HEIGHT + height + TidyMessages.MAP_CREATOR_CHUNK_HEIGHT_SUFFIX);
		
			if(focusMap == null){
				GUI.enabled = false;
			}
			
			selectedStrippingLevel = (StrippingLevel)EditorGUILayout.EnumPopup(TidyMessages.MAP_CREATOR_STRIPPING_LEVEL,selectedStrippingLevel);
			
			EditorGUILayout.BeginHorizontal();
			
			if(GUILayout.Button("Refresh")){
				RefreshAllMaps();
				SetEntireMapDirty(focusMap);
			}
			
			GUILayout.FlexibleSpace();
			
			if(GUILayout.Button(new GUIContent(TidyMessages.MAP_CREATOR_PUBLISH_MAP,TidyTooltips.MAP_CREATOR_PUBLISH_MAP))){
				PrePublishMap(focusMap);
			}
			
			
			GUILayout.Space(20.0f);
			
			EditorGUILayout.EndHorizontal();
			
			if(focusMap == null){
				GUI.enabled = true;
			}
			GUILayout.Label(mapPublishStatus,italicStyle);
			
			if(currentBehaviour != MapPaintBehaviour.Disabled){
				
				GUI.enabled = true;
				
			}
			
		}
Esempio n. 7
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        public static bool AttemptGetUnityFolderMonoDLLs(bool wasWebBuild, bool wasAndroidApkBuild, string editorAppContentsPath, ApiCompatibilityLevel monoLevel, StrippingLevel codeStrippingLevel, out string path, out string higherPriorityPath)
        {
            bool success = false;

            // more hackery
            // attempt to get DLL size info
            // from Unity install folder
            //
            // this only happens in:
            //  1. Web build
            //  2. Android build
            //  3. Custom builders
            //
            string[] pathTries = new string[]
            {
                editorAppContentsPath + "/Frameworks/Mono/lib/mono",
                editorAppContentsPath + "/Mono/lib/mono",
                "/Applications/Unity/Unity.app/Contents/Frameworks/Mono/lib/mono",
                "C:/Program Files (x86)/Unity/Data/Mono/lib/mono",
                "C:/Program Files (x86)/Unity/Editor/Data/Mono/lib/mono",
#if UNITY_3_5
                "/Applications/Unity3/Unity.app/Contents/Frameworks/Mono/lib/mono",
                "/Applications/Unity 3/Unity.app/Contents/Frameworks/Mono/lib/mono",
                "/Applications/Unity3.5/Unity.app/Contents/Frameworks/Mono/lib/mono",
                "/Applications/Unity 3.5/Unity.app/Contents/Frameworks/Mono/lib/mono",
                "C:/Program Files (x86)/Unity3/Data/Mono/lib/mono",
                "C:/Program Files (x86)/Unity 3/Data/Mono/lib/mono",
                "C:/Program Files (x86)/Unity3.5/Data/Mono/lib/mono",
                "C:/Program Files (x86)/Unity 3.5/Data/Mono/lib/mono",
                "C:/Program Files (x86)/Unity3/Editor/Data/Mono/lib/mono",
                "C:/Program Files (x86)/Unity 3/Editor/Data/Mono/lib/mono",
#endif
#if UNITY_4_AND_GREATER
                "/Applications/Unity4/Unity.app/Contents/Frameworks/Mono/lib/mono",
                "/Applications/Unity 4/Unity.app/Contents/Frameworks/Mono/lib/mono",
                "C:/Program Files (x86)/Unity4/Data/Mono/lib/mono",
                "C:/Program Files (x86)/Unity 4/Data/Mono/lib/mono",
                "C:/Program Files (x86)/Unity4/Editor/Data/Mono/lib/mono",
                "C:/Program Files (x86)/Unity 4/Editor/Data/Mono/lib/mono",
#endif
            };

            string tryPath = "";

            for (int n = 0, len = pathTries.Length; n < len; ++n)
            {
                tryPath = pathTries[n];
                if (Directory.Exists(tryPath))
                {
                    break;
                }
                tryPath = "";
            }

            if (!string.IsNullOrEmpty(tryPath))
            {
                success = true;

                // "unity_web" is obviously for the web build. Presumably, this one has DLLs removed that can compromise web security.
                // "2.0" is likely the full featured Mono libraries
                // "unity" is most likely the one used when selecting 2.0 subset in the player settings. this is the setting by default.
                // "micro" is probably the one used in StrippingLevel.UseMicroMSCorlib. only makes sense to be here when building on Android.
                //   since in iOS, we already have the DLL files. No need for this hackery in iOS. But since in Android we do not have a project folder,
                //   we resort to this.

                if (wasWebBuild)
                {
                    path = tryPath + "/unity_web/";
                }
                else if (monoLevel == ApiCompatibilityLevel.NET_2_0_Subset)
                {
                    path = tryPath + "/unity/";
                }
                else
                {
                    path = tryPath + "/2.0/";
                }

                if (wasAndroidApkBuild && codeStrippingLevel == StrippingLevel.UseMicroMSCorlib)
                {
                    higherPriorityPath = tryPath + "/micro/";
                }
                else
                {
                    higherPriorityPath = "";
                }
            }
            else
            {
                path = "";
                higherPriorityPath = "";
            }

            return(success);
        }
Esempio n. 8
0
	public static bool AttemptGetUnityFolderMonoDLLs(bool wasWebBuild, bool wasAndroidApkBuild, string editorAppContentsPath, ApiCompatibilityLevel monoLevel, StrippingLevel codeStrippingLevel, out string path, out string higherPriorityPath)
	{
		bool success = false;

		// more hackery
		// attempt to get DLL size info
		// from Unity install folder
		//
		// this only happens in:
		//  1. Web build
		//  2. Android build
		//  3. Custom builders
		//
		string[] pathTries = new string[]
		{
			editorAppContentsPath + "/Frameworks/Mono/lib/mono",
			editorAppContentsPath + "/Mono/lib/mono",
			"/Applications/Unity/Unity.app/Contents/Frameworks/Mono/lib/mono",
			"C:/Program Files (x86)/Unity/Data/Mono/lib/mono",
			"C:/Program Files (x86)/Unity/Editor/Data/Mono/lib/mono",
#if UNITY_3_5
			"/Applications/Unity3/Unity.app/Contents/Frameworks/Mono/lib/mono",
			"/Applications/Unity 3/Unity.app/Contents/Frameworks/Mono/lib/mono",
			"/Applications/Unity3.5/Unity.app/Contents/Frameworks/Mono/lib/mono",
			"/Applications/Unity 3.5/Unity.app/Contents/Frameworks/Mono/lib/mono",
			"C:/Program Files (x86)/Unity3/Data/Mono/lib/mono",
			"C:/Program Files (x86)/Unity 3/Data/Mono/lib/mono",
			"C:/Program Files (x86)/Unity3.5/Data/Mono/lib/mono",
			"C:/Program Files (x86)/Unity 3.5/Data/Mono/lib/mono",
			"C:/Program Files (x86)/Unity3/Editor/Data/Mono/lib/mono",
			"C:/Program Files (x86)/Unity 3/Editor/Data/Mono/lib/mono",
#endif
#if UNITY_4_AND_GREATER
			"/Applications/Unity4/Unity.app/Contents/Frameworks/Mono/lib/mono",
			"/Applications/Unity 4/Unity.app/Contents/Frameworks/Mono/lib/mono",
			"C:/Program Files (x86)/Unity4/Data/Mono/lib/mono",
			"C:/Program Files (x86)/Unity 4/Data/Mono/lib/mono",
			"C:/Program Files (x86)/Unity4/Editor/Data/Mono/lib/mono",
			"C:/Program Files (x86)/Unity 4/Editor/Data/Mono/lib/mono",
#endif
		};

		string tryPath = "";

		for (int n = 0, len = pathTries.Length; n < len; ++n)
		{
			tryPath = pathTries[n];
			if (Directory.Exists(tryPath))
			{
				break;
			}
			tryPath = "";
		}

		if (!string.IsNullOrEmpty(tryPath))
		{
			success = true;

			// "unity_web" is obviously for the web build. Presumably, this one has DLLs removed that can compromise web security.
			// "2.0" is likely the full featured Mono libraries
			// "unity" is most likely the one used when selecting 2.0 subset in the player settings. this is the setting by default.
			// "micro" is probably the one used in StrippingLevel.UseMicroMSCorlib. only makes sense to be here when building on Android.
			//   since in iOS, we already have the DLL files. No need for this hackery in iOS. But since in Android we do not have a project folder,
			//   we resort to this.

			if (wasWebBuild)
			{
				path = tryPath + "/unity_web/";
			}
			else if (monoLevel == ApiCompatibilityLevel.NET_2_0_Subset)
			{
				path = tryPath + "/unity/";
			}
			else
			{
				path = tryPath + "/2.0/";
			}

			if (wasAndroidApkBuild && codeStrippingLevel == StrippingLevel.UseMicroMSCorlib)
			{
				higherPriorityPath = tryPath + "/micro/";
			}
			else
			{
				higherPriorityPath = "";
			}
		}
		else
		{
			path = "";
			higherPriorityPath = "";
		}

		return success;
	}
	static void ParseDLLs(string editorLogPath, bool wasWebBuild, string buildFilePath, string projectAssetsPath, string editorAppContentsPath, ApiCompatibilityLevel monoLevel, StrippingLevel codeStrippingLevel, out BuildReportTool.SizePart[] includedDLLs, out BuildReportTool.SizePart[] scriptDLLs)
	{
		List<BuildReportTool.SizePart> includedDLLsList = new List<BuildReportTool.SizePart>();
		List<BuildReportTool.SizePart> scriptDLLsList = new List<BuildReportTool.SizePart>();

		string buildManagedDLLsFolder = BuildReportTool.Util.GetBuildManagedFolder(buildFilePath);
		string buildScriptDLLsFolder = buildManagedDLLsFolder;
		string buildManagedDLLsFolderHigherPriority = "";

		bool wasAndroidApkBuild = buildFilePath.EndsWith(".apk");

		if (wasWebBuild)
		{
			string tryPath;
			bool success = BuildReportTool.Util.AttemptGetWebTempStagingArea(projectAssetsPath, out tryPath);
			if (success)
			{
				buildManagedDLLsFolder = tryPath;
				buildScriptDLLsFolder = tryPath;
			}
		}
		else if (wasAndroidApkBuild)
		{
			string tryPath;
			bool success = BuildReportTool.Util.AttemptGetAndroidTempStagingArea(projectAssetsPath, out tryPath);
			if (success)
			{
				buildManagedDLLsFolder = tryPath;
				buildScriptDLLsFolder = tryPath;
			}
		}

		string unityFolderManagedDLLs;
		bool unityfoldersSuccess = BuildReportTool.Util.AttemptGetUnityFolderMonoDLLs(wasWebBuild, wasAndroidApkBuild, editorAppContentsPath, monoLevel, codeStrippingLevel, out unityFolderManagedDLLs, out buildManagedDLLsFolderHigherPriority);


		//Debug.Log("buildManagedDLLsFolder: " + buildManagedDLLsFolder);
		//Debug.Log("Application.dataPath: " + Application.dataPath);

		if (unityfoldersSuccess && (string.IsNullOrEmpty(buildManagedDLLsFolder) || !Directory.Exists(buildManagedDLLsFolder)))
		{
#if BRT_SHOW_MINOR_WARNINGS
			Debug.LogWarning("Could not find build folder. Using Unity install folder instead for getting mono DLL file sizes.");
#endif
			buildManagedDLLsFolder = unityFolderManagedDLLs;
		}

#if BRT_SHOW_MINOR_WARNINGS
		if (!Directory.Exists(buildManagedDLLsFolder))
		{
			Debug.LogWarning("Could not find folder for getting DLL file sizes. Got: \"" + buildManagedDLLsFolder + "\"");
		}
#endif


		const string PREFIX_REMOVE = "Dependency assembly - ";

		BuildReportTool.SizePart inPart;


		const string MONO_DLL_KEY = "Mono dependencies included in the build";


		foreach (string line in DldUtil.BigFileReader.ReadFile(editorLogPath, MONO_DLL_KEY))
		{
			// blank line signifies end of dll list
			if (string.IsNullOrEmpty(line) || line == "\n" || line == "\r\n")
			{
				break;
			}
			if (line.IndexOf(MONO_DLL_KEY) != -1)
			{
				continue;
			}

			string filename = line;

			filename = BuildReportTool.Util.RemovePrefix(PREFIX_REMOVE, filename);


			string filepath;
			if (BuildReportTool.Util.IsAScriptDLL(filename))
			{
				filepath = buildScriptDLLsFolder + filename;
				//Debug.LogWarning("Script \"" + filepath + "\".");
			}
			else
			{
				filepath = buildManagedDLLsFolder + filename;

				if (!File.Exists(filepath) && unityfoldersSuccess && (buildManagedDLLsFolder != unityFolderManagedDLLs))
				{
#if BRT_SHOW_MINOR_WARNINGS
					Debug.LogWarning("Failed to find file \"" + filepath + "\". Attempting to get from Unity folders.");
#endif
					filepath = unityFolderManagedDLLs + filename;

					if (!string.IsNullOrEmpty(buildManagedDLLsFolderHigherPriority) && File.Exists(buildManagedDLLsFolderHigherPriority + filename))
					{
						filepath = buildManagedDLLsFolderHigherPriority + filename;
					}
				}
			}

			if ((buildManagedDLLsFolder == unityFolderManagedDLLs) && !string.IsNullOrEmpty(buildManagedDLLsFolderHigherPriority) && File.Exists(buildManagedDLLsFolderHigherPriority + filename))
			{
				filepath = buildManagedDLLsFolderHigherPriority + filename;
			}

			//Debug.Log(filename + " " + filepath);

			inPart = BuildReportTool.Util.CreateSizePartFromFile(filename, filepath);

			//gotTotalSizeBytes += inPart.SizeBytes;

			bool shouldGoInScriptDLLList = BuildReportTool.Util.IsAScriptDLL(filename);

			if (!File.Exists(unityFolderManagedDLLs + filename))
			{
				shouldGoInScriptDLLList = true;
			}

			if (shouldGoInScriptDLLList)
			{
				//gotScriptTotalSizeBytes += inPart.SizeBytes;
				scriptDLLsList.Add(inPart);
			}
			else
			{
				includedDLLsList.Add(inPart);
			}
		}

		// somehow, the editor logfile
		// doesn't include UnityEngine.dll
		// even though it gets included in the final build (for desktop builds)
		//
		// for web builds though, it makes sense not to put UnityEngine.dll in the build. and it isn't.
		// Instead, it's likely residing in the browser plugin to save bandwidth.
		//
		// begs the question though, why not have the whole Mono Web Subset DLLs be
		// installed alongside the Unity web browser plugin?
		// no need to bundle Mono DLLs in the web build itself.
		// would have shaved 1 whole MB when a game uses System.Xml.dll for example
		//
		//if (!wasWebBuild)
		{
			string filename = "UnityEngine.dll";
			string filepath = buildManagedDLLsFolder + filename;

			if (File.Exists(filepath))
			{
				inPart = BuildReportTool.Util.CreateSizePartFromFile(filename, filepath);
				//gotTotalSizeBytes += inPart.SizeBytes;
				includedDLLsList.Add(inPart);
			}
		}


		//Debug.Log("total size: " + EditorUtility.FormatBytes(gotTotalSizeBytes) + " (" + gotTotalSizeBytes + " bytes)");
		//Debug.Log("total assembly size: " + EditorUtility.FormatBytes(gotScriptTotalSizeBytes) + " (" + gotScriptTotalSizeBytes + " bytes)");
		//Debug.Log("total size without assembly: " + EditorUtility.FormatBytes(gotTotalSizeBytes - gotScriptTotalSizeBytes) + " (" + (gotTotalSizeBytes-gotScriptTotalSizeBytes) + " bytes)");


		includedDLLs = includedDLLsList.ToArray();
		scriptDLLs = scriptDLLsList.ToArray();
	}