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@masayuki5160
Last active March 7, 2018 02:38
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UnityでAndroid,iOSビルドを自動化するために試行錯誤
using UnityEngine;
using UnityEditor;
using System.Collections;
public class BuildBatch : MonoBehaviour {
// build iOS app
[UnityEditor.MenuItem("Tools/Build Project AllScene iOS")]
private static void BuildiOS(){
Debug.Log("##########iOS Build Start#########");
// 全てのシーンを取得する
EditorUserBuildSettings.SwitchActiveBuildTarget( BuildTarget.iOS );
string[] allScene = new string[EditorBuildSettings.scenes.Length];
int i = 0;
foreach( EditorBuildSettingsScene scene in EditorBuildSettings.scenes ){
Debug.Log ("scenePath(" + i + ")" + scene.path);
allScene[i] = scene.path;
i++;
}
// オプションの設定
BuildOptions opt = BuildOptions.Il2CPP;
// Rendering
PlayerSettings.renderingPath = RenderingPath.Forward;
PlayerSettings.SetUseDefaultGraphicsAPIs(BuildTarget.iOS, false);
PlayerSettings.gpuSkinning = true;
PlayerSettings.iOS.sdkVersion = iOSSdkVersion.DeviceSDK;
PlayerSettings.iOS.targetOSVersion = iOSTargetOSVersion.iOS_7_0;
PlayerSettings.bundleIdentifier = "jp.co.masayuki.tanaka";
PlayerSettings.bundleVersion = "01.00.00";
PlayerSettings.SetPropertyInt("ScriptingBackend", 1, BuildTargetGroup.iOS);
PlayerSettings.statusBarHidden = true;
string errorMsg_Device = BuildPipeline.BuildPlayer(
allScene,
"iOSDevice",
BuildTarget.iOS,
opt
);
if (string.IsNullOrEmpty(errorMsg_Device)){
Debug.Log ("##########Success iOS Device Build#########");
} else {
Debug.Log ("##########Failed iOS Device Build#########");
Debug.Log (errorMsg_Device);
}
// シュミレーター用
/*
PlayerSettings.iOS.sdkVersion = iOSSdkVersion.SimulatorSDK;
string errorMsg_Simulator = BuildPipeline.BuildPlayer(
allScene,
"Simulator",
BuildTarget.iOS,
opt
);
if (string.IsNullOrEmpty(errorMsg_Simulator)){
Debug.Log ("##########Success Simulator Build#########");
} else {
Debug.Log ("##########Failed Simulator Build#########");
Debug.Log (errorMsg_Device);
}
*/
}
}
参考サイト:コマンドラインからビルドする
http://qiita.com/tyfkda/items/bfefb4742759af8392c4
ビルドコマンド
$ /Applications/Unity/Unity.app/Contents/MacOS/Unity -batchmode -projectPath /Users/masayuki5160/Documents/autoBuild -buildTarget android -executeMethod BuildBatch.BuildAndroid -quit
↑失敗
参考サイト: UnityPro+Github+Jenkins+DeployGateで自動ビルド&配布環境を作る その1
http://raharu0425.hatenablog.com/entry/2014/12/11/175700
$ /Applications/Unity/Unity.app/Contents/MacOS/Unity -quit -batchmode -projectPath /Users/masayuki5160/Documents/autoBuild -executeMethod BuildBatch.BuildiOS -logFile ~/build.log; cat ~/build.log
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.iOS.Xcode;
using System.IO;
// Editor ディレクトリ下にいれておくとXcodeプロジェクトを修正する処理をUnityからかける
public class XcodeProjectUpdater
{
[PostProcessBuild]
static void OnPostprocessBuild(BuildTarget buildTarget, string path)
{
if (buildTarget != BuildTarget.iOS) return;
var plistPath = Path.Combine(path, "Info.plist");
var plist = new PlistDocument();
plist.ReadFromFile(plistPath);
plist.root.SetString("TestEntry", "Hello");
plist.WriteToFile(plistPath);
}
}
@masayuki5160
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上記の方でテストしたらログはでたね.

/Applications/Unity/Unity.app/Contents/MacOS/Unity -quit -batchmode -projectPath /Users/masayuki5160/Documents/autoBuild -executeMethod BuildBatch.BuildiOS -logFile ~/build.log; cat ~/build.log

@masayuki5160
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iOSのビルドがうまくいった

@masayuki5160
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【Unity】バッチモードビルド
http://blog.shonanshachu.com/2013/06/unity.html

これがよくまとまっているぽい?

@masayuki5160
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Xcodeでのプロジェクト設定まわりをUnityで自動化するために...

参考:UnityでのXcode設定をUnityEditorのスクリプトだけで自動化する
http://cflat-inc.hatenablog.com/entry/2015/01/05/074442

上記を参考にしたがどうもUnity5.xからはすでにUnityEditor.iOS.Xcodeは組み込み済みのようだ。

Xcode Manipulation API
https://bitbucket.org/Unity-Technologies/xcodeapi

上記より引用:The API is bundled with Unity 5.x. The documentation of the version bundled with Unity is provided here

PBXProject class in UnityEditor.iOS.Xcode
http://docs.unity3d.com/ScriptReference/iOS.Xcode.PBXProject.html

@masayuki5160
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Unityの方がかいてくれてたー、まだ資料まとまってないのね。。

About Xcode Manipulation API in Unity
https://gist.github.com/keijiro/975b8439d25d58bf62ce

@masayuki5160
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