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Build Incrementor Scripts from https://www.youtube.com/watch?v=PbFE0m9UMtE. If you get value from LlamAcademy, consider becoming a Patreon supporter at https://www.patreon.com/llamacademy
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using TMPro; | |
using UnityEngine; | |
[RequireComponent(typeof(TextMeshProUGUI))] | |
public class BuildDisplayer : MonoBehaviour | |
{ | |
private TextMeshProUGUI Text; | |
private void Awake() | |
{ | |
Text = GetComponent<TextMeshProUGUI>(); | |
ResourceRequest request = Resources.LoadAsync("Build", typeof(BuildScriptableObject)); | |
request.completed += Request_completed; | |
} | |
private void Request_completed(AsyncOperation obj) | |
{ | |
BuildScriptableObject buildScriptableObject = ((ResourceRequest)obj).asset as BuildScriptableObject; | |
if (buildScriptableObject == null) | |
{ | |
Debug.LogError("Build scriptable object not found in resources directory! Check build log for errors!"); | |
} | |
else | |
{ | |
Text.SetText($"Build: {Application.version}.{buildScriptableObject.BuildNumber}"); | |
} | |
} | |
} |
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using UnityEditor; | |
using UnityEditor.Build; | |
using UnityEditor.Build.Reporting; | |
using UnityEngine; | |
public class BuildIncrementor : IPreprocessBuildWithReport | |
{ | |
public int callbackOrder => 1; | |
public void OnPreprocessBuild(BuildReport report) | |
{ | |
BuildScriptableObject buildScriptableObject = ScriptableObject.CreateInstance<BuildScriptableObject>(); | |
switch(report.summary.platform) | |
{ | |
case BuildTarget.StandaloneWindows64: | |
case BuildTarget.StandaloneLinux64: | |
case BuildTarget.StandaloneWindows: | |
case BuildTarget.StandaloneOSX: | |
PlayerSettings.macOS.buildNumber = IncrementBuildNumber(PlayerSettings.macOS.buildNumber); | |
buildScriptableObject.BuildNumber = PlayerSettings.macOS.buildNumber; | |
break; | |
case BuildTarget.iOS: | |
PlayerSettings.iOS.buildNumber = IncrementBuildNumber(PlayerSettings.iOS.buildNumber); | |
buildScriptableObject.BuildNumber = PlayerSettings.iOS.buildNumber; | |
break; | |
case BuildTarget.Android: | |
PlayerSettings.Android.bundleVersionCode++; | |
buildScriptableObject.BuildNumber = PlayerSettings.Android.bundleVersionCode.ToString(); | |
break; | |
case BuildTarget.PS4: | |
PlayerSettings.PS4.appVersion = IncrementBuildNumber(PlayerSettings.PS4.appVersion); | |
buildScriptableObject.BuildNumber = PlayerSettings.PS4.appVersion; | |
break; | |
case BuildTarget.XboxOne: | |
PlayerSettings.XboxOne.Version = IncrementBuildNumber(PlayerSettings.XboxOne.Version); | |
buildScriptableObject.BuildNumber = PlayerSettings.XboxOne.Version; | |
break; | |
case BuildTarget.WSAPlayer: | |
PlayerSettings.WSA.packageVersion = new System.Version(PlayerSettings.WSA.packageVersion.Major, PlayerSettings.WSA.packageVersion.Minor, PlayerSettings.WSA.packageVersion.Build + 1); | |
buildScriptableObject.BuildNumber = PlayerSettings.WSA.packageVersion.Build.ToString(); | |
break; | |
case BuildTarget.Switch: | |
PlayerSettings.Switch.displayVersion = IncrementBuildNumber(PlayerSettings.Switch.displayVersion); | |
PlayerSettings.Switch.releaseVersion = IncrementBuildNumber(PlayerSettings.Switch.releaseVersion); | |
// which one to use? | |
buildScriptableObject.BuildNumber = PlayerSettings.Switch.displayVersion; | |
break; | |
case BuildTarget.tvOS: | |
PlayerSettings.tvOS.buildNumber = IncrementBuildNumber(PlayerSettings.tvOS.buildNumber); | |
buildScriptableObject.BuildNumber = PlayerSettings.tvOS.buildNumber; | |
break; | |
} | |
AssetDatabase.DeleteAsset("Assets/Resources/Build.asset"); // delete any old build.asset | |
AssetDatabase.CreateAsset(buildScriptableObject, "Assets/Resources/Build.asset"); // create the new one with correct build number before build starts | |
AssetDatabase.SaveAssets(); | |
} | |
private string IncrementBuildNumber(string buildNumber) | |
{ | |
int.TryParse(buildNumber, out int outputBuildNumber); | |
return (outputBuildNumber + 1).ToString(); | |
} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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using UnityEngine; | |
public class BuildScriptableObject : ScriptableObject | |
{ | |
public string BuildNumber = "1"; | |
} |
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