/// <summary>
        /// Builds an Android App Bundle at the specified location. Assumes that all dependencies are already in-place,
        /// e.g. aapt2 and bundletool.
        /// </summary>
        /// <returns>True if the build succeeded, false if it failed or was cancelled.</returns>
        public static bool Build(string aabFilePath)
        {
            bool buildResult;

            Debug.LogFormat("Building app bundle: {0}", aabFilePath);
            // As of February 2019, every released version of Unity natively supporting AAB has used Android Gradle
            // Plugin 3.2.0 which includes bundletool 0.5.0. Bundletool 0.6.0+ is needed for uncompressNativeLibraries
            // and version 0.6.1+ is needed for uncompressNativeLibraries with instant apps.
            // One can #define PLAY_INSTANT_ENABLE_NATIVE_ANDROID_APP_BUNDLE to build using the native AAB builder.
#if PLAY_INSTANT_ENABLE_NATIVE_ANDROID_APP_BUNDLE
    #if PLAY_INSTANT_HAS_NATIVE_ANDROID_APP_BUNDLE
            EditorUserBuildSettings.buildAppBundle = true;
            var buildPlayerOptions = PlayInstantBuilder.CreateBuildPlayerOptions(aabFilePath, BuildOptions.None);
            buildResult = PlayInstantBuilder.Build(buildPlayerOptions);
    #else
            throw new System.Exception("Cannot enable native app bundle build on an unsupported Unity version.");
    #endif
#else
    #if PLAY_INSTANT_HAS_NATIVE_ANDROID_APP_BUNDLE
            // Disable Unity's built-in AAB build on newer Unity versions before performing the custom AAB build.
            EditorUserBuildSettings.buildAppBundle = false;
            // Note: fall through here to the actual build.
    #endif
            buildResult = AppBundleBuilder.Build(aabFilePath);
#endif
            if (buildResult)
            {
                // Do not log in case of failure. The method we called was responsible for logging.
                Debug.LogFormat("Finished building app bundle: {0}", aabFilePath);
            }

            return(buildResult);
        }
Esempio n. 2
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        /// <summary>
        /// Checks the latest version of Android SDK Build-Tools that is installed, prompting to upgrade if necessary.
        /// Returns true if the latest version of Android SDK Build-Tools supports the "aapt2 convert" command,
        /// and false otherwise.
        /// </summary>
        public static bool CheckConvert()
        {
            var newestBuildToolsVersion = AndroidBuildTools.GetNewestBuildToolsVersion();

            if (newestBuildToolsVersion == null)
            {
                PlayInstantBuilder.DisplayBuildError(string.Format("Failed to locate {0}", BuildToolsDisplayName));
                return(false);
            }

            if (AndroidBuildTools.IsBuildToolsVersionAtLeast(newestBuildToolsVersion, BuildToolsMinimumVersion))
            {
                return(true);
            }

            var message = string.Format(
                "App Bundle creation requires {0} version {1} or later.\n\nClick \"OK\" to install {0} version {2}.",
                BuildToolsDisplayName, BuildToolsMinimumVersion, BuildToolsLatestVersion);

            if (PlayInstantBuilder.DisplayBuildErrorDialog(message))
            {
                AndroidSdkPackageInstaller.InstallPackage(BuildToolsPackageName, BuildToolsDisplayName);
            }

            return(false);
        }
        /// <summary>
        /// Builds an Android App Bundle at a user-specified file location.
        /// </summary>
        public static void Build()
        {
#if !PLAY_INSTANT_ENABLE_NATIVE_ANDROID_APP_BUNDLE
            if (!AndroidAssetPackagingTool.CheckConvert())
            {
                return;
            }

            if (!Bundletool.CheckBundletool())
            {
                return;
            }
#endif

            if (!PlayInstantBuilder.CheckBuildAndPublishPrerequisites())
            {
                return;
            }

            // TODO: add checks for preferred Scripting Backend and Target Architectures.

            var aabFilePath = EditorUtility.SaveFilePanel("Create Android App Bundle", null, null, "aab");
            if (string.IsNullOrEmpty(aabFilePath))
            {
                // Assume cancelled.
                return;
            }

            Build(aabFilePath);
        }
Esempio n. 4
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        private static void DisplayBuildError(string errorType, string errorMessage)
        {
            if (!WindowUtils.IsHeadlessMode())
            {
                EditorUtility.ClearProgressBar();
            }

            PlayInstantBuilder.DisplayBuildError(string.Format("{0} failed: {1}", errorType, errorMessage));
        }
Esempio n. 5
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        /// <summary>
        /// Builds an APK to a temporary location using the scenes selected in Unity's main Build Settings.
        /// </summary>
        public static void BuildAndRun()
        {
            if (!PlayInstantBuilder.CheckBuildPrerequisites())
            {
                return;
            }

            var jarPath = Path.Combine(AndroidSdkManager.AndroidSdkRoot, InstantAppsJarPath);

            if (!File.Exists(jarPath))
            {
                Debug.LogErrorFormat("Build and Run failed to locate ia.jar file at: {0}", jarPath);
                var message =
                    string.Format(
                        "Failed to locate version 1.2 or later of the {0}.\n\nClick \"OK\" to install the {0}.",
                        InstantAppsSdkDisplayName);
                if (PlayInstantBuilder.DisplayBuildErrorDialog(message))
                {
                    InstallPlayInstantSdk();
                }

                return;
            }

#if UNITY_2018_3_OR_NEWER
            EditorUserBuildSettings.buildAppBundle = false;
#endif

            var apkPath = Path.Combine(Path.GetTempPath(), "temp.apk");
            Debug.LogFormat("Build and Run package location: {0}", apkPath);

            var buildPlayerOptions = PlayInstantBuilder.CreateBuildPlayerOptions(apkPath,
                                                                                 EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None);
            if (!PlayInstantBuilder.BuildAndSign(buildPlayerOptions))
            {
                // Do not log here. The method we called was responsible for logging.
                return;
            }

            var window = PostBuildCommandLineDialog.CreateDialog("Install and run app");
            window.modal              = false;
            window.summaryText        = "Installing app on device";
            window.bodyText           = "The APK built successfully.\n\n";
            window.autoScrollToBottom = true;
            window.CommandLineParams  = new CommandLineParameters
            {
                FileName  = JavaUtilities.JavaBinaryPath,
                Arguments = string.Format(
                    "-jar {0} run {1}",
                    CommandLine.QuotePath(jarPath),
                    CommandLine.QuotePath(apkPath))
            };
            window.CommandLineParams.AddEnvironmentVariable(
                AndroidSdkManager.AndroidHome, AndroidSdkManager.AndroidSdkRoot);
            window.Show();
        }
Esempio n. 6
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        /// <summary>
        /// Builds an APK to a temporary location using the scenes selected in Unity's main Build Settings.
        /// </summary>
        public static void BuildAndRun()
        {
            if (!Directory.Exists(AndroidSdkManager.AndroidSdkRoot))
            {
                PlayInstantBuilder.LogError("Failed to locate the Android SDK. Check Preferences -> External Tools to set the path.");
                return;
            }

            var jarPath = Path.Combine(AndroidSdkManager.AndroidSdkRoot, InstantAppsJarPath);

            if (!File.Exists(jarPath))
            {
                Debug.LogErrorFormat("Build and Run failed to locate ia.jar file at: {0}", jarPath);
                var message =
                    string.Format(
                        "Failed to locate version 1.2 or later of the {0}.\n\nClick \"OK\" to install the {0}.",
                        PlayInstantSdkInstaller.InstantAppsSdkName);
                if (PlayInstantBuilder.DisplayBuildErrorDialog(message))
                {
                    PlayInstantSdkInstaller.SetUp();
                }

                return;
            }

            var apkPath = Path.Combine(Path.GetTempPath(), "temp.apk");

            Debug.LogFormat("Build and Run package location: {0}", apkPath);

            var buildPlayerOptions = PlayInstantBuilder.CreateBuildPlayerOptions(apkPath,
                                                                                 EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None);

            if (!PlayInstantBuilder.BuildAndSign(buildPlayerOptions))
            {
                // Do not log here. The method we called was responsible for logging.
                return;
            }

            var window = PostBuildCommandLineDialog.CreateDialog("Install and run app");

            window.modal              = false;
            window.summaryText        = "Installing app on device";
            window.bodyText           = "The APK built successfully. Waiting for scripts to reload...\n";
            window.autoScrollToBottom = true;
            window.CommandLineParams  = new CommandLineParameters
            {
                FileName  = JavaUtilities.JavaBinaryPath,
                Arguments = string.Format(
                    "-jar {0} run {1}",
                    CommandLine.QuotePathIfNecessary(jarPath),
                    CommandLine.QuotePathIfNecessary(apkPath))
            };
            window.CommandLineParams.AddEnvironmentVariable(
                AndroidSdkManager.AndroidHome, AndroidSdkManager.AndroidSdkRoot);
            window.Show();
        }
        /// <summary>
        /// Builds an APK and stores it in a user specified ZIP file.
        /// </summary>
        public static void Build()
        {
            if (!PlayInstantBuilder.CheckBuildAndPublishPrerequisites())
            {
                return;
            }

            var zipFilePath = EditorUtility.SaveFilePanel("Create APK in ZIP File", null, null, "zip");

            if (string.IsNullOrEmpty(zipFilePath))
            {
                // Assume cancelled.
                return;
            }

#if UNITY_2018_3_OR_NEWER
            EditorUserBuildSettings.buildAppBundle = false;
#endif

            var baseApkDirectory = Path.GetTempPath();
            var baseApkPath      = Path.Combine(baseApkDirectory, BaseApkFileName);
            Debug.LogFormat("Building APK: {0}", baseApkPath);
            var buildPlayerOptions = PlayInstantBuilder.CreateBuildPlayerOptions(baseApkPath, BuildOptions.None);
            if (!PlayInstantBuilder.BuildAndSign(buildPlayerOptions))
            {
                // Do not log here. The method we called was responsible for logging.
                return;
            }

            // Zip creation is fast enough so call jar synchronously rather than wait for post build AppDomain reset.
            var zipFileResult = ZipUtils.CreateZipFile(zipFilePath, baseApkDirectory, BaseApkFileName);
            if (zipFileResult == null)
            {
                Debug.LogFormat("Created ZIP file: {0}", zipFilePath);
            }
            else
            {
                PlayInstantBuilder.DisplayBuildError(string.Format("Zip creation failed: {0}", zipFileResult));
            }
        }
        /// <summary>
        /// Builds an APK and stores it in a user specified ZIP file.
        /// </summary>
        public static void Build()
        {
            var zipFilePath = EditorUtility.SaveFilePanel("Create APK in ZIP File", null, null, "zip");

            if (string.IsNullOrEmpty(zipFilePath))
            {
                // Assume cancelled.
                return;
            }

            var baseApkDirectory = Path.GetTempPath();
            var baseApkPath      = Path.Combine(baseApkDirectory, BaseApkFileName);

            Debug.LogFormat("Building APK: {0}", baseApkPath);
            var buildPlayerOptions = PlayInstantBuilder.CreateBuildPlayerOptions(baseApkPath, BuildOptions.None);

            if (!PlayInstantBuilder.BuildAndSign(buildPlayerOptions))
            {
                // Do not log here. The method we called was responsible for logging.
                return;
            }

            // Zip creation is fast enough so call jar synchronously rather than wait for post build AppDomain reset.
            var arguments = string.Format(
                "cvf {0} -C {1} {2}",
                CommandLine.QuotePathIfNecessary(zipFilePath),
                CommandLine.QuotePathIfNecessary(baseApkDirectory),
                BaseApkFileName);
            var result = CommandLine.Run(JavaUtilities.JarBinaryPath, arguments);

            if (result.exitCode == 0)
            {
                Debug.LogFormat("Created ZIP containing base.apk: {0}", zipFilePath);
            }
            else
            {
                PlayInstantBuilder.LogError(string.Format("Zip creation failed: {0}", result.message));
            }
        }
Esempio n. 9
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        /// <summary>
        /// Builds an Android App Bundle at the specified location. Assumes that all dependencies are already in-place,
        /// e.g. aapt2 and bundletool.
        /// </summary>
        /// <returns>True if the build succeeded, false if it failed or was cancelled.</returns>
        public static bool Build(string aabFilePath)
        {
            bool buildResult;

            Debug.LogFormat("Building app bundle: {0}", aabFilePath);
#if UNITY_2018_4_OR_NEWER
            EditorUserBuildSettings.buildAppBundle = true;
            var buildPlayerOptions = PlayInstantBuilder.CreateBuildPlayerOptions(aabFilePath, BuildOptions.None);
            buildResult = PlayInstantBuilder.Build(buildPlayerOptions);
#elif UNITY_2018_3_OR_NEWER
            EditorUserBuildSettings.buildAppBundle = false;
            buildResult = AppBundleBuilder.Build(aabFilePath);
#else
            buildResult = AppBundleBuilder.Build(aabFilePath);
#endif
            if (!buildResult)
            {
                // Do not log in case of failure. The method we called was responsible for logging.
                Debug.LogFormat("Finished building app bundle: {0}", aabFilePath);
            }

            return(buildResult);
        }
Esempio n. 10
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        private void OnGUI()
        {
            // Edge case that takes place when the plugin code gets re-compiled while this window is open.
            if (_windowInstance == null)
            {
                _windowInstance = this;
            }

            var descriptionTextStyle = new GUIStyle(GUI.skin.label)
            {
                fontStyle = FontStyle.Italic,
                wordWrap  = true
            };

            EditorGUILayout.Space();
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("Android Build Type", EditorStyles.boldLabel, GUILayout.Width(FieldWidth));
            var index = EditorGUILayout.Popup(_isInstant ? 1 : 0, PlatformOptions);

            _isInstant = index == 1;
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.Space();

            if (_isInstant)
            {
                _instantUrl = GetLabelAndTextField("Instant Apps URL (Optional)", _instantUrl);

                var packageName = PlayerSettings.GetApplicationIdentifier(BuildTargetGroup.Android) ?? "package-name";
                EditorGUILayout.LabelField(
                    "Instant apps are launched from web search, advertisements, etc via a URL. Specify the URL here " +
                    "and configure Digital Asset Links. Or, leave the URL blank and one will automatically be " +
                    "provided at:", descriptionTextStyle);
                EditorGUILayout.SelectableLabel(string.Format(
                                                    "https://{0}/{1}", InstantAppsHostName, packageName), descriptionTextStyle);
                EditorGUILayout.Space();
                EditorGUILayout.Space();

                EditorGUILayout.LabelField("Scenes in Build", EditorStyles.boldLabel);
                EditorGUILayout.Space();
                EditorGUILayout.LabelField(
                    "The scenes in the build are selected via Unity's \"Build Settings\" window. " +
                    "This can be overridden by specifying a comma separated scene list below.", descriptionTextStyle);
                EditorGUILayout.Space();

                EditorGUILayout.BeginHorizontal();
                var defaultScenes = string.IsNullOrEmpty(_scenesInBuild)
                    ? string.Join(", ", PlayInstantBuilder.GetEditorBuildEnabledScenes())
                    : "(overridden)";
                EditorGUILayout.LabelField(
                    string.Format("\"Build Settings\" Scenes: {0}", defaultScenes), EditorStyles.wordWrappedLabel);
                if (GUILayout.Button("Update", GUILayout.Width(100)))
                {
                    GetWindow(Type.GetType("UnityEditor.BuildPlayerWindow,UnityEditor"), true);
                }

                EditorGUILayout.EndHorizontal();
                EditorGUILayout.Space();

                _scenesInBuild = GetLabelAndTextField("Override Scenes (Optional)", _scenesInBuild);

                _assetBundleManifestPath =
                    GetLabelAndTextField("AssetBundle Manifest (Optional)", _assetBundleManifestPath);

                EditorGUILayout.LabelField(
                    "If you use AssetBundles, provide the path to your AssetBundle Manifest file to ensure that " +
                    "required types are not stripped during the build process.", descriptionTextStyle);
            }
            else
            {
                EditorGUILayout.LabelField(
                    "The \"Installed\" build type is used when creating a traditional installed APK. " +
                    "Select \"Instant\" to build a Google Play Instant APK.", descriptionTextStyle);
            }

            EditorGUILayout.Space();
            EditorGUILayout.Space();

            // Disable the Save button unless one of the fields has changed.
            GUI.enabled = IsAnyFieldChanged();

            if (GUILayout.Button("Save"))
            {
                if (_isInstant)
                {
                    SelectPlatformInstant();
                }
                else
                {
                    SelectPlatformInstalled();
                }
            }

            GUI.enabled = true;
        }
Esempio n. 11
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        /// <summary>
        /// Build an app bundle at the specified path, overwriting an existing file if one exists.
        /// </summary>
        /// <returns>True if the build succeeded, false if it failed or was cancelled.</returns>
        public static bool Build(string aabFilePath)
        {
            var binaryFormatFilePath = Path.GetTempFileName();

            Debug.LogFormat("Building Package: {0}", binaryFormatFilePath);

            // Do not use BuildAndSign since this signature won't be used.
            if (!PlayInstantBuilder.Build(
                    PlayInstantBuilder.CreateBuildPlayerOptions(binaryFormatFilePath, BuildOptions.None)))
            {
                // Do not log here. The method we called was responsible for logging.
                return(false);
            }

            // TODO: currently all processing is synchronous; consider moving to a separate thread
            try
            {
                DisplayProgress("Running aapt2", 0.2f);
                var workingDirectory = new DirectoryInfo(Path.Combine(Path.GetTempPath(), "play-instant-unity"));
                if (workingDirectory.Exists)
                {
                    workingDirectory.Delete(true);
                }

                workingDirectory.Create();
                var sourceDirectoryInfo      = workingDirectory.CreateSubdirectory("source");
                var destinationDirectoryInfo = workingDirectory.CreateSubdirectory("destination");

                var protoFormatFileName = Path.GetRandomFileName();
                var protoFormatFilePath = Path.Combine(sourceDirectoryInfo.FullName, protoFormatFileName);
                var aaptResult          = AndroidAssetPackagingTool.Convert(binaryFormatFilePath, protoFormatFilePath);
                if (aaptResult != null)
                {
                    DisplayBuildError("aapt2", aaptResult);
                    return(false);
                }

                DisplayProgress("Creating base module", 0.4f);
                var unzipFileResult = ZipUtils.UnzipFile(protoFormatFileName, sourceDirectoryInfo.FullName);
                if (unzipFileResult != null)
                {
                    DisplayBuildError("Unzip", unzipFileResult);
                    return(false);
                }

                File.Delete(protoFormatFilePath);

                ArrangeFiles(sourceDirectoryInfo, destinationDirectoryInfo);
                var baseModuleZip = Path.Combine(workingDirectory.FullName, BaseModuleZipFileName);
                var zipFileResult = ZipUtils.CreateZipFile(baseModuleZip, destinationDirectoryInfo.FullName, ".");
                if (zipFileResult != null)
                {
                    DisplayBuildError("Zip creation", zipFileResult);
                    return(false);
                }

                // If the .aab file exists, EditorUtility.SaveFilePanel() has already prompted for whether to overwrite.
                // Therefore, prevent Bundletool from throwing an IllegalArgumentException that "File already exists."
                File.Delete(aabFilePath);

                DisplayProgress("Running bundletool", 0.6f);
                var buildBundleResult = Bundletool.BuildBundle(baseModuleZip, aabFilePath);
                if (buildBundleResult != null)
                {
                    DisplayBuildError("bundletool", buildBundleResult);
                    return(false);
                }

                DisplayProgress("Signing bundle", 0.8f);
                var signingResult = ApkSigner.SignZip(aabFilePath);
                if (signingResult != null)
                {
                    DisplayBuildError("Signing", signingResult);
                    return(false);
                }
            }
            finally
            {
                if (!WindowUtils.IsHeadlessMode())
                {
                    EditorUtility.ClearProgressBar();
                }
            }

            return(true);
        }