/// <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> /// 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); }