/// <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); }
/// <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); }
/// <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); }