public static void OnPostProcessBuild( BuildTarget target, string pathToBuiltProject )
        {
            #if UNITY_5 || UNITY_6 || UNITY_7
            if (target != BuildTarget.iOS)
            #else
            if (target != BuildTarget.iPhone)
            #endif
            {
                Debug.LogWarning("Target is not iPhone. XCodePostProcess will not run");
                return;
            }

            // Create a new project object from build target
            XCProject project = new XCProject( pathToBuiltProject );

            // Find and run through all xcodemods files to patch the project.
            // Please pay attention that ALL xcodemods files in your project folder will be excuted!
            string[] files = Directory.GetFiles( Utility.AssetsUtility.GetProjectPath(), "*.xcodemods", SearchOption.AllDirectories );
            foreach( string file in files ) {
                UnityEngine.Debug.Log("Xcodemods File: "+file);
                project.ApplyMod( file );
            }

            //TODO implement generic settings as a module option
            //		project.overwriteBuildSetting("CODE_SIGN_IDENTITY[sdk=iphoneos*]", "iPhone Distribution", "Release");

            // Finally save the xcode project
            project.Save();
        }
Esempio n. 2
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        public static void OnPostProcessBuild(BuildTarget target, string pathToBuiltProject)
        {
            string _targetStr = target.ToString();

            if (!(_targetStr.Equals("iOS") || _targetStr.Equals("iPhone")))
            {
                Debug.LogWarning("Target is not iPhone. XCodePostProcess will not run");
                return;
            }

            // Create a new project object from build target
            XCProject project = new XCProject(pathToBuiltProject);

            // Find and run through all xcodemods files to patch the project.
            // Please pay attention that ALL xcodemods files in your project folder will be excuted!
            string[] files = Directory.GetFiles(Directory.GetCurrentDirectory(), "*.xcodemods", SearchOption.AllDirectories);
            foreach (string file in files)
            {
//				UnityEngine.Debug.Log("Xcodemods File: "+file);
                project.ApplyMod(file);
            }

            //TODO implement generic settings as a module option
            //		project.overwriteBuildSetting("CODE_SIGN_IDENTITY[sdk=iphoneos*]", "iPhone Distribution", "Release");

            // Finally save the xcode project
            project.Save();
        }
Esempio n. 3
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        public static void OnPostProcessBuild(BuildTarget target, string pathToBuiltProject)
        {
                        #if UNITY_5 || UNITY_6 || UNITY_7
            if (target != BuildTarget.iOS)
                        #else
            if (target != BuildTarget.iPhone)
                        #endif
            {
                Debug.LogWarning("Target is not iPhone. XCodePostProcess will not run");
                return;
            }

            // Create a new project object from build target
            XCProject project = new XCProject(pathToBuiltProject);

            // Find and run through all xcodemods files to patch the project.
            // Please pay attention that ALL xcodemods files in your project folder will be excuted!
            string[] files = Directory.GetFiles(Utility.AssetsUtility.GetProjectPath(), "*.xcodemods", SearchOption.AllDirectories);
            foreach (string file in files)
            {
                UnityEngine.Debug.Log("Xcodemods File: " + file);
                project.ApplyMod(file);
            }

            //TODO implement generic settings as a module option
            //		project.overwriteBuildSetting("CODE_SIGN_IDENTITY[sdk=iphoneos*]", "iPhone Distribution", "Release");

            // Finally save the xcode project
            project.Save();
        }