static void CommandLineBuildOnCheckinIOS() { const BuildTarget target = BuildTarget.iPhone; // Get build scenes. string[] levels = GetBuildScenes(); const string locationPathName = "iOSbuild"; const BuildOptions options = BuildOptions.None; // Get command line arguments (if passed in to build job). CommandLineData commandLineData = GetCommandLineData(IoSdefaultBundleId); PlayerSettings.iOS.scriptCallOptimization = ScriptCallOptimizationLevel.FastButNoExceptions; var shortBundleVersion = CommandLineReader.GetCustomArgument("ShortBundleVersion"); if (shortBundleVersion == String.Empty) { shortBundleVersion = commandLineData.BuildVersion; } PlayerSettings.shortBundleVersion = shortBundleVersion; if (commandLineData.StreamingAssetsEnabled == "true") { BuildPipelineBuildAssetBundle(BuildTarget.iPhone); DeleteMasterAssetResources(); } // Build all scenes. BuildPipelineBuildPlayer(levels, locationPathName, target, options, commandLineData); }
public static void BuildAndroid() { //mine custom arguments from commandline PlayerSettings.keyaliasPass = CommandLineReader.GetCustomArgument("keystorePass"); PlayerSettings.keystorePass = CommandLineReader.GetCustomArgument("keystorePass"); PlayerSettings.Android.keyaliasName = CommandLineReader.GetCustomArgument("keyAlias"); PlayerSettings.Android.keyaliasPass = CommandLineReader.GetCustomArgument("keystorePass"); PlayerSettings.Android.keystoreName = CommandLineReader.GetCustomArgument("keystoreName"); PlayerSettings.Android.keystorePass = CommandLineReader.GetCustomArgument("keystorePass"); string bundleVersionCode = CommandLineReader.GetCustomArgument("bundleVersionCode"); PlayerSettings.Android.bundleVersionCode = Convert.ToInt32(bundleVersionCode); PlayerSettings.bundleVersion = CommandLineReader.GetCustomArgument("bundleVersion"); PlayerSettings.bundleIdentifier = CommandLineReader.GetCustomArgument("bundleId"); Debug.Log("Build android:"); Debug.Log(" keystoreName:" + PlayerSettings.Android.keystoreName); Debug.Log(" keyaliasName:" + PlayerSettings.Android.keyaliasName); Debug.Log(" bundleVersion:" + PlayerSettings.bundleVersion); Debug.Log(" bundleVersionCode:" + PlayerSettings.Android.bundleVersionCode); Debug.Log(" bundleIdentifier:" + PlayerSettings.bundleIdentifier); string[] levels = FindEnabledEditorScenes(); string product = CommandLineReader.GetCustomArgument("product", "SWCCG") + ".apk"; string path = "Builds/Devices/Android/" + product; BuildOptions opts = BuildOptions.None; BuildPipeline.BuildPlayer(levels, path, BuildTarget.Android, opts); }
static string GetMobileRepoPath() { string path = CommandLineReader.GetCustomArgument("mobile.repo"); if (path == "") { Debug.Log("no CLI arg for path"); path = EditorPrefs.GetString(KONG_DIR_PREF_KEY, kongMobileDir); } Debug.Log("using path " + path); return(path); }
private static CommandLineData GetCommandLineData(string defaultBundleId) { string environment = CommandLineReader.GetCustomArgument("GameServer"); string svnrevision = CommandLineReader.GetCustomArgument("SvnRevision"); string version = CommandLineReader.GetCustomArgument("Version"); // Opportunity to override the default bundle ID. string overrideBundleId = CommandLineReader.GetCustomArgument("BundleID"); string streamingAssetsEnabled = CommandLineReader.GetCustomArgument("StreamingAssetsEnabled"); string bundleId = (0 == overrideBundleId.Length) ? defaultBundleId : overrideBundleId; return(new CommandLineData(environment, svnrevision, version, bundleId, streamingAssetsEnabled)); }
static void ExportAndroidProject() { string output = "BuildAndroid/"; string keyaliasPass = CommandLineReader.GetCustomArgument("keyaliasPass"); string keystorePass = CommandLineReader.GetCustomArgument("keystorePass"); if (Directory.Exists("BuildAndroid/" + BuildName + "/assets/bin") == true) { Directory.Delete("BuildAndroid/" + BuildName + "/assets/bin", true); } GenericBuild(PackageScenes, output, BuildTarget.Android, BuildOptions.AcceptExternalModificationsToPlayer); }
static void PerformMacOSXBuild() { string buildPath = CommandLineReader.GetCustomArgument("path"); bool appendBuild = CommandLineReader.GetCustomArgument("append") == "true"; if (appendBuild) { GenericBuild(SCENES, buildPath, BuildTarget.iOS, BuildOptions.AcceptExternalModificationsToPlayer); } else { GenericBuild(SCENES, buildPath, BuildTarget.iOS, BuildOptions.None); } }
public static void BuildIOS() { //mine custom arguments from commandline PlayerSettings.bundleVersion = CommandLineReader.GetCustomArgument("bundleVersion", "1.0.0"); PlayerSettings.bundleIdentifier = CommandLineReader.GetCustomArgument("bundleId"); PlayerSettings.iPhoneBundleIdentifier = CommandLineReader.GetCustomArgument("bundleId"); Debug.Log("Build iOS:"); Debug.Log(" bundleVersion:" + PlayerSettings.bundleVersion + " bundleId:" + PlayerSettings.iPhoneBundleIdentifier); string[] levels = FindEnabledEditorScenes(); string path = "Builds/Devices/IOS"; BuildOptions opts = BuildOptions.SymlinkLibraries; BuildPipeline.BuildPlayer(levels, path, BuildTarget.iPhone, opts); }
static void Init() { exportDir = CommandLineReader.GetCustomArgument("exportDir"); UnityEditor.PlayerSettings.applicationIdentifier = CommandLineReader.GetCustomArgument("applicationIdentifier"); UnityEditor.PlayerSettings.companyName = CommandLineReader.GetCustomArgument("companyName"); UnityEditor.PlayerSettings.productName = CommandLineReader.GetCustomArgument("productName"); UnityEditor.PlayerSettings.bundleVersion = CommandLineReader.GetCustomArgument("bundleVersion"); UnityEditor.PlayerSettings.iOS.buildNumber = CommandLineReader.GetCustomArgument("iOS.buildNumber"); UnityEditor.PlayerSettings.Android.bundleVersionCode = int.Parse(CommandLineReader.GetCustomArgument("Android.bundleVersionCode")); UnityEditor.PlayerSettings.Android.keystorePass = CommandLineReader.GetCustomArgument("Android.keystorePass"); UnityEditor.PlayerSettings.Android.keyaliasName = CommandLineReader.GetCustomArgument("Android.keyaliasName"); UnityEditor.PlayerSettings.Android.keyaliasPass = CommandLineReader.GetCustomArgument("Android.keyaliasPass"); UnityEditor.PlayerSettings.Android.useAPKExpansionFiles = bool.Parse(CommandLineReader.GetCustomArgument("Android.useAPKExpansionFiles")); UnityEditor.PlayerSettings.SetScriptingDefineSymbolsForGroup(UnityEditor.BuildTargetGroup.iOS, CommandLineReader.GetCustomArgument("iOS.ScriptingDefineSymbols")); UnityEditor.PlayerSettings.SetScriptingDefineSymbolsForGroup(UnityEditor.BuildTargetGroup.Android, CommandLineReader.GetCustomArgument("Android.ScriptingDefineSymbols")); }
private static void CommandLineBuildOnCheckinAndroid() { const BuildTarget target = BuildTarget.Android; // Get build scenes. string[] levels = GetBuildScenes(); string locationPathName = CommandLineReader.GetCustomArgument("APKPath"); const BuildOptions options = BuildOptions.None; // Android specific command line arguments parsed first. string versionCode = CommandLineReader.GetCustomArgument("VersionCode"); int verCode; if (Int32.TryParse(versionCode, out verCode)) { PlayerSettings.Android.bundleVersionCode = verCode; } // Get command line arguments (if passed in to build job). CommandLineData commandLineData = GetCommandLineData(AndroidDefaultBundleId); string homeDirectory = CommandLineReader.GetCustomArgument("HomeDirectory"); if (!homeDirectory.EndsWith("Assets")) { homeDirectory += "\\Assets"; } //ensure deployment script is up to date with correct version code and bundle info. string apkName = Path.GetFileNameWithoutExtension(locationPathName); //WriteVersionCodeAndAPKNameToScript(commandLineData.Environment, verCode, apkName, homeDirectory); if (commandLineData.StreamingAssetsEnabled == "true") { BuildPipelineBuildAssetBundle(BuildTarget.Android); DeleteMasterAssetResources(); } // Build all scenes. BuildPipelineBuildPlayer(levels, locationPathName, target, options, commandLineData); }
static void SetVersion() { string version = CommandLineReader.GetCustomArgument("mobile.sdk.version"); if (version != "") { PlayerSettings.bundleVersion = version; } string tag = CommandLineReader.GetCustomArgument("mobile.sdk.tag"); if (tag != "") { PlayerSettings.productName = "AngryBots-" + tag; } else { PlayerSettings.productName = "AngryBots"; } }
static void PerformBuild() { string outDir = string.Empty; string configFile = string.Empty; outDir = CommandLineReader.GetCustomArgument("out"); configFile = CommandLineReader.GetCustomArgument("config"); string[] scenes = { "Assets/Scenes/Main.unity" }; BuildPipeline.BuildPlayer(scenes, outDir + "/BuiltGame.exe", BuildTarget.StandaloneWindows, BuildOptions.None); // Run the game (Process class from System.Diagnostics). Process proc = new Process(); proc.StartInfo.FileName = outDir + "/BuiltGame.exe"; proc.StartInfo.Arguments = "-config " + configFile + " -name player1"; proc.Start(); Process proc2 = new Process(); proc2.StartInfo.FileName = outDir + "/BuiltGame.exe"; proc2.StartInfo.Arguments = "-config " + configFile + " -name player2"; proc2.Start(); }
public static void EntryPoint() { Debug.Log("Language ->" + CommandLineReader.GetCustomArgument("Language")); Debug.Log("Version ->" + CommandLineReader.GetCustomArgument("Version")); }