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@RoryDungan
Created September 23, 2019 07:12
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Unity Android build keystore tool
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Assets.Editor
{
/// <summary>
/// Utiltiy for making Android builds that automatically sets up the
/// keystore.
/// </summary>
public class BuildUtility
{
private const string AndroidBuildLocationPref = "AndroidBuildLocation";
private const string iOSBuildLocationPref = "iOSBuildLocation";
private const string AndroidBuildConfigFile = "android-build-settings.json";
[MenuItem("Tools/Build Android", false, 100)]
public static void BuildAndroidMenu()
{
BuildAndroidPrompt(false);
}
[MenuItem("Tools/Build Android (development)", false, 101)]
public static void BuildAndroidMenuDev()
{
BuildAndroidPrompt(true);
}
[MenuItem("Tools/Set up Android keystore", false, 102)]
public static void SetupKeystoreMenu()
{
SetupKeystore(GetBuildConfig());
}
private static void SetupKeystore(BuildConfig config)
{
PlayerSettings.Android.keystoreName = config.KeystoreName;
PlayerSettings.Android.keystorePass = config.KeystorePassword;
PlayerSettings.Android.keyaliasName = config.AliasName;
PlayerSettings.Android.keyaliasPass = config.AliasPassword;
}
private static BuildConfig GetBuildConfig()
{
var buildConfigFile = File.ReadAllText(AndroidBuildConfigFile);
return JsonUtility
.FromJson<BuildConfig>(buildConfigFile);
}
public static void BuildAndroidPrompt(bool debug)
{
var buildLocation = GetLastAndroidBuildLocation();
var buildFolder = string.IsNullOrEmpty(buildLocation)
? string.Empty
: Path.GetDirectoryName(buildLocation);
var buildName = string.IsNullOrEmpty(buildLocation)
? string.Empty
: Path.GetFileName(buildLocation);
var path = EditorUtility
.SaveFilePanel("Build", buildFolder, buildName, "apk");
if (!string.IsNullOrEmpty(path))
{
EditorPrefs.SetString(AndroidBuildLocationPref, path);
MakeAndroidBuild(path, debug);
}
}
private static void MakeAndroidBuild(string buildPath, bool debug)
{
var config = GetBuildConfig();
SetupKeystore(config);
var buildResult = BuildPipeline.BuildPlayer(
config.Levels,
buildPath,
BuildTarget.Android,
debug
? BuildOptions.Development & BuildOptions.AllowDebugging
: BuildOptions.None
);
Debug.Log("Build finished, result: " + buildResult);
}
private static string GetLastAndroidBuildLocation()
{
return EditorPrefs.GetString(AndroidBuildLocationPref);
}
private class BuildConfig
{
public string KeystoreName;
public string KeystorePassword;
public string AliasName;
public string AliasPassword;
public string[] Levels;
}
}
}
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