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); } }
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(); } } }