public AddBuildPropertyForConfig ( IEnumerable |
||
configGuids | IEnumerable |
|
name | string | |
value | string | |
return | void |
public static void OnPostProcessBuild(BuildTarget target, string pathToBuiltProject) { Debug.LogWarning("IphoneX Fiter"); if (target != BuildTarget.iOS) { Debug.LogWarning("Target is not iPhone. XCodePostProcess will not run"); return; } // Create a new project object from build target UnityEditor.iOS.Xcode.PBXProject project = new UnityEditor.iOS.Xcode.PBXProject(); string configFilePath = UnityEditor.iOS.Xcode.PBXProject.GetPBXProjectPath(pathToBuiltProject); project.ReadFromFile(configFilePath); string targetGuid = project.TargetGuidByName("Unity-iPhone"); string debug = project.BuildConfigByName(targetGuid, "Debug"); string release = project.BuildConfigByName(targetGuid, "Release"); project.AddBuildPropertyForConfig(debug, "CODE_SIGN_RESOURCE_RULES_PATH", "$(SDKROOT)/ResourceRules.plist"); project.AddBuildPropertyForConfig(release, "CODE_SIGN_RESOURCE_RULES_PATH", "$(SDKROOT)/ResourceRules.plist"); project.AddFrameworkToProject(targetGuid, "SystemConfiguration.framework", true); project.AddFrameworkToProject(targetGuid, "Security.framework", true); project.AddFrameworkToProject(targetGuid, "libz.tbd", true); project.AddFrameworkToProject(targetGuid, "libc++.tbd", true); project.SetBuildProperty(targetGuid, "ENABLE_BITCODE", "NO"); project.WriteToFile(configFilePath); EditSuitIpXCode(pathToBuiltProject); }