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