/// <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); }