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Improved FastPlatformSwitcher for Unity 2018 (and maybe other Unity versions), for Asset Database v1
// Improved FastPlatformSwitcher for Unity 2018 (and maybe other Unity versions)
// For Asset Database v1
// by Andy Miira (Andrei Müller), October 2019
//
// Based on:
// Unity – fast build platform switcher script! (by Aymeric - Da Viking Code)
// https://davikingcode.com/blog/unity-fast-build-platform-switcher-script/
//
// A simple fast platform switcher for Unity (by Waldo Bronchart)
// https://gist.github.com/waldobronchart/b3cb789c028c199e2855
//
//
// [INSTRUCTIONS]
// 0) Add this script inside an "Editor" folder in your project.
// You must create this folder if it doesn't already exist.
//
// 1) Open Unity (preferably with administrator privileges),
// then click on "Tools -> Fast Build Switcher -> Use Cached Directory" at the menu bar.
//
// After the switcher window is loaded, select your desired Target Platform on the dropdown,
// then click on the "Switch Platform" button.
// Please do not switch to a Target Platform that you don't have installed, to avoid errors!
//
//
// [IMPORTANT]
// To switch the project's platform, ONLY use THIS platform switcher,
// instead of Unity's standard platform switcher (in Build Settings) or any other switcher.
//
// When you are switching to a Target Platform for the first time, Unity must create that platform's Library.
// You must wait for Unity's standard Library creation to finish,
// that could take a long time depending on your project's size.
// But at the next switches, if the Target Platform's Library already exists,
// the switch process will be MUCH faster.
//
// Some entries you may want to add in your .gitignore file:
// # Ignore all folders whose name starts with Library
// /[Ll]ibrary*/
// # Ignore any symlink called Library
// /[Ll]ibrary*
//
//
// Check out more Unity scripts and utilities at:
// https://gist.github.com/andreiagmu
using UnityEditor;
using UnityEngine;
using System;
using System.IO;
using System.Linq;
namespace MirrorMirai
{
public class FastPlatformSwitcher : ScriptableWizard
{
public BuildTarget targetPlatform;
[MenuItem("Tools/Fast Platform Switcher/Use Cached Directory")]
static void CreateWizard()
{
ScriptableWizard.DisplayWizard<FastPlatformSwitcher>("Fast Platform Switcher (Use Cached Directory)", "Switch Platform");
}
void OnWizardCreate()
{
if (targetPlatform == 0) {
Debug.LogWarning("You didn't select a valid Target Platform!");
return;
}
var currentPlatform = EditorUserBuildSettings.activeBuildTarget;
//Debug.Log("current platform: " + currentPlatform);
//Debug.Log("next platform: " + buildTarget);
if (currentPlatform == targetPlatform) {
Debug.LogWarning("You selected the current platform as the Target Platform!");
return;
}
// Don't switch when compiling
if (EditorApplication.isCompiling) {
Debug.LogWarning("Could not switch platform because Unity is compiling!");
return;
}
// Don't switch while playing
if (EditorApplication.isPlayingOrWillChangePlaymode) {
Debug.LogWarning("Could not switch platform because Unity is in Play Mode!");
return;
}
Debug.Log("Switching platform from " + currentPlatform + " to " + targetPlatform);
//save current Library folder state
if (Directory.Exists("Library-" + currentPlatform))
DirectoryClear("Library-" + currentPlatform);
DirectoryCopy("Library", "Library-" + currentPlatform, true);
//restore new target Library folder state
if (Directory.Exists("Library-" + targetPlatform)) {
DirectoryClear("Library");
//Directory.Delete("Library", true);
//Directory.Move("Library-" + buildTarget, "Library");
MoveDirectory("Library-" + targetPlatform, "Library");
}
var buildTargetGroup = BuildPipeline.GetBuildTargetGroup(targetPlatform);
EditorUserBuildSettings.SwitchActiveBuildTarget(buildTargetGroup, targetPlatform);
Debug.Log("Platform switched to " + targetPlatform);
}
void DirectoryClear(string FolderName)
{
DirectoryInfo dir = new DirectoryInfo(FolderName);
foreach (FileInfo fi in dir.GetFiles()) {
//if (IsFileLocked(fi.FullName)) {
//Debug.Log("File is locked! " + fi.FullName);
//}
if (IsFileBlacklisted(fi.Name))
continue;
fi.Delete();
}
foreach (DirectoryInfo di in dir.GetDirectories()) {
DirectoryClear(di.FullName);
di.Delete(true);
}
}
void DirectoryCopy(string sourceDirName, string destDirName, bool copySubDirs)
{
DirectoryInfo dir = new DirectoryInfo(sourceDirName);
DirectoryInfo[] dirs = dir.GetDirectories();
// If the source directory does not exist, throw an exception.
if (!dir.Exists)
throw new DirectoryNotFoundException("Source directory does not exist or could not be found: " + sourceDirName);
// If the destination directory does not exist, create it.
if (!Directory.Exists(destDirName))
Directory.CreateDirectory(destDirName);
// Get the file contents of the directory to copy.
FileInfo[] files = dir.GetFiles();
foreach (FileInfo file in files) {
if (IsFileBlacklisted(file.Name))
continue;
// Create the path to the new copy of the file.
string temppath = Path.Combine(destDirName, file.Name);
// Copy the file.
file.CopyTo(temppath, false);
}
// If copySubDirs is true, copy the subdirectories.
if (copySubDirs)
foreach (DirectoryInfo subdir in dirs) {
// Create the subdirectory.
string temppath = Path.Combine(destDirName, subdir.Name);
// Copy the subdirectories.
DirectoryCopy(subdir.FullName, temppath, copySubDirs);
}
}
/// <summary>
/// Moves a file or a directory and its contents to an existing location (by doing a Recursive Files Move)
/// </summary>
/// <param name="source"></param>
/// <param name="target"></param>
private static void MoveDirectory(string source, string target)
{
var sourcePath = source.TrimEnd('\\', ' ');
var targetPath = target.TrimEnd('\\', ' ');
var files = Directory.EnumerateFiles(sourcePath, "*", SearchOption.AllDirectories)
.GroupBy(s=> Path.GetDirectoryName(s));
foreach (var folder in files)
{
var targetFolder = folder.Key.Replace(sourcePath, targetPath);
Directory.CreateDirectory(targetFolder);
foreach (var file in folder) {
if (IsFileBlacklisted(Path.GetFileName(file)))
continue;
var targetFile = Path.Combine(targetFolder, Path.GetFileName(file));
if (File.Exists(targetFile)) File.Delete(targetFile);
File.Move(file, targetFile);
}
}
Directory.Delete(source, true);
}
/// <summary>
/// Checks for files that shouldn't be moved or copied (mainly files that are being used by some Unity process)
/// </summary>
/// <returns></returns>
private static bool IsFileBlacklisted(string filename)
{
if (filename == "ShaderCache.db" || filename.StartsWith("shadercompiler-UnityShaderCompiler.exe"))
return true;
return false;
}
// From a previous test I made, to detect locked files.
private static bool IsFileLocked(string file)
{
// Check that problem is not in destination file
if (File.Exists(file)) {
FileStream stream = null;
try {
stream = new FileInfo(file).Open(FileMode.Open, FileAccess.ReadWrite, FileShare.None);
//stream = File.Open(file, FileMode.Open, FileAccess.ReadWrite, FileShare.None);
}
catch (Exception e) {
//Debug.Log("Error in checking whether file is locked: " + file);
//Debug.Log(e);
if (e is IOException) {
return true;
}
}
finally {
if (stream != null)
stream.Close();
}
}
return false;
}
}
}
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