private bool ExecuteIos32() { var command = string.Format(@"-quit -batchmode -projectPath {0} -executeMethod BuildTools.IosMono -logFile {1}", ProjectPath, string.Format(@"{0}{1}{2}{1}{3}{1}log-ios-mono.txt", DeploymentPath, Path.DirectorySeparatorChar, @"unity", @"build")); UnityPackage.ExecuteUnityCommand(UnityExe, command); return(true); }
private bool ExecuteAndroid(bool retry = false) { int tryCount = 0; bool success; do { var command = string.Format(@"-quit -batchmode -projectPath {0} -executeMethod BuildTools.Android -logFile {1}", ProjectPath, string.Format(@"{0}{1}{2}{1}{3}{1}log-android.txt", DeploymentPath, Path.DirectorySeparatorChar, @"unity", @"build")); UnityPackage.ExecuteUnityCommand(UnityExe, command); success = File.Exists(APKLocation); tryCount++; }while (retry && !success && tryCount <= MaxTries); return(success); }
private bool ExecuteIos64(bool retry = false) { int tryCount = 0; bool success; do { var command = string.Format(@"-quit -batchmode -projectPath {0} -executeMethod BuildTools.Ios64 -logFile {1}", ProjectPath, string.Format(@"{0}{1}{2}{1}{3}{1}log-ios64.txt", DeploymentPath, Path.DirectorySeparatorChar, @"unity", @"build")); UnityPackage.ExecuteUnityCommand(UnityExe, command); // Approximation of knowing if the app was created is checking // if the build directory exists and some subdirectories exist. success = Directory.Exists(IOS64BuildLocation) && (Directory.GetDirectories(IOS64BuildLocation).Length > 0); tryCount++; }while (retry && !success && tryCount <= MaxTries); return(success); }