/// <summary> /// Displays an error or warning dialog if there is an issue that would prevent a build from succeeding. /// This method performs the checks from <see cref="CheckBuildPrerequisites"/>, but also performs checks /// relevant to builds intended for publishing on Play Console. /// </summary> /// <returns>True if all prerequisites are met, or false if one failed.</returns> public static bool CheckBuildAndPublishPrerequisites() { if (!CheckBuildPrerequisites()) { return(false); } // This is a warning that can be skipped, so it should be checked last. // BuildTargetGroup.Unknown is used when checking the project's "Default Icon". if (!HasIconForTargetGroup(BuildTargetGroup.Unknown) && !HasIconForTargetGroup(BuildTargetGroup.Android)) { if (WindowUtils.IsHeadlessMode()) { Debug.LogError("Build failure: the project is missing an application icon."); return(false); } var message = "Failed to locate a Default Icon or an Android Icon for this project. Prior to " + "publishing it's strongly recommended that the project have a custom icon, or " + "devices running Android Oreo or later will display the Unity application icon.\n\n" + "Click \"Continue\" to continue with the build, or \"Cancel\" to abort the build."; if (!EditorUtility.DisplayDialog("Build Warning", message, "Continue", WindowUtils.CancelButtonText)) { return(false); } } return(true); }
private static void DisplayProgress(string info, float progress) { Debug.LogFormat("{0}...", info); if (!WindowUtils.IsHeadlessMode()) { EditorUtility.DisplayProgressBar("Building App Bundle", info, progress); } }
private static void DisplayBuildError(string errorType, string errorMessage) { if (!WindowUtils.IsHeadlessMode()) { EditorUtility.ClearProgressBar(); } PlayInstantBuilder.DisplayBuildError(string.Format("{0} failed: {1}", errorType, errorMessage)); }
/// <summary> /// Displays the specified message indicating that a build error occurred. /// </summary> public static void DisplayBuildError(string message) { Debug.LogErrorFormat("Build error: {0}", message); if (!WindowUtils.IsHeadlessMode()) { EditorUtility.DisplayDialog(BuildErrorTitle, message, WindowUtils.OkButtonText); } }
/// <summary> /// Displays the specified message indicating that a build error occurred. Displays an "OK" button that can /// be used to indicate that the user wants to perform a followup action, e.g. fixing a build setting. /// </summary> /// <returns>True if the user clicks "OK", otherwise false.</returns> public static bool DisplayBuildErrorDialog(string message) { if (WindowUtils.IsHeadlessMode()) { // During a headless build it isn't possible to prompt to fix the issue, so always return false. Debug.LogErrorFormat("Build error in headless mode: {0}", message); return(false); } return(EditorUtility.DisplayDialog( BuildErrorTitle, message, WindowUtils.OkButtonText, WindowUtils.CancelButtonText)); }
/// <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); }