Unity打包与编译,后处理以及自动化等等(持续更新)

Unity打包与编译,后处理以及自动化等等(持续更新),第1张

速览 1.官方文档的重要性Editor 编辑器日志与Player 运行日志 路径 2.unity 最新版本打包现状最新版Unity 2020.3.22 不能打包的问题解决方案(android build tools )unity gradle常见问题 解决原理:unity gradle解决心得:unity gradle 打包报错信息,多种多样,遇到实在无法解决的如下面这种无任何提示的,删除类库或代码,用二分法查找:对于有明确报错的处理方法:对于一些引用了其它类库导致的问题,或是需要使用Gradle7 以上的 3.后处理使用案例(IPostGenerateGradleAndroidProject):unity后处理修改 gradle.propertiesunity 后处理更改清单文件(AndroidManifest)Unity xode工程后处理 后处理函数的具体使用(PostProcessBuildAttribute) 4.完全完整的自动化打包流程示例待续 (先占位置,后续会把具体实例补充完整)

1.官方文档的重要性

官网地址:https://docs.unity3d.com/cn/2022.1/ScriptReference/index.html

Editor 编辑器日志与Player 运行日志 路径

C:\Users\songzhewen\AppData\Local\Unity\Editor
C:\Users\songzhewen\AppData\LocalLow\longtu\NRJ

2.unity 最新版本打包现状


然后打包,拉跨,各种失败

最新版Unity 2020.3.22 不能打包的问题解决方案(android build tools )

我也是碰到了这个错误,用的Unity 2020.3.22。Gradle文件选择的是Unity下载的,应该是6.11的版本。Android SDK下载了31.0.0。但是我看网上说主要是SDK构建工具31上缺少2个文件,即1.dx.bat2.dx.jar,解决方案是这些文件在文件位置中被命名为d8,因此将它们的名称更改为dx将解决错误。
步骤如下:
1)进入C:\Users\user\AppData\Local\Android\Sdk\build-tools\31.0.0目录
2)找到一个名为d8.bat的文件,这是Windows批处理文件。
3)重命名d8.bat为dx.bat。
4)进入C:\Users\user\AppData\Local\Android\Sdk\build-tools\31.0.0\lib目录
5)在将d8.jar重命名为dx.jar
这里面的路径是你对应的Android SDK的路径。参考的是这个博客的评论。
然后就打包成功了。
unity打包gradle打包现状分析(惨不忍睹)
因为外网测试需要,下载了unity 最新稳定开发版(2020.3.32),各种环境均无问题,按官方推介做法

unity gradle常见问题 解决原理:

无非就是新旧版本的gradle导致的,请参考姊妹篇了解unity中的gradle打包原理。
https://blog.csdn.net/osuckseed/article/details/93089977
举例说明:报错信息很明确
1.明确了必需使用6.1.1 ,unity安装路径下替换即可

2.明确的错误,清单文件合并报错
3.错误位置

unity gradle解决心得:

多测试,快速迭代,注意报错信息:

unity gradle 打包报错信息,多种多样,遇到实在无法解决的如下面这种无任何提示的,删除类库或代码,用二分法查找:
FAILURE: Build failed with an exception.

* What went wrong:
Execution failed for task ':unityLibrary:processReleaseManifest'.
> java.lang.NullPointerException (no error message)

* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.

* Get more help at https://help.gradle.org

BUILD FAILED in 1s
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
对于有明确报错的处理方法:
ex1:
error: style attribute 'attr/colorPrimary

ex2:
Execution failed for task ':launcher:processReleaseResources'. 
> A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade  

ex3:
unity This project uses AndroidX dependencies, but the 'android.useAndroidX'

and so on 有明确错误的一定要百度

对于一些引用了其它类库导致的问题,或是需要使用Gradle7 以上的

先删除打包时的引用,将他们拷贝到libs下,只使用,不参与打包

3.后处理使用案例(IPostGenerateGradleAndroidProject): unity后处理修改 gradle.properties
using System.Collections.Generic;
using System.IO;
using UnityEditor.Android;
using UnityEngine;
public class AndroidPostBuildProcessor : IPostGenerateGradleAndroidProject
{
    public int callbackOrder
    {
        get
        {
            return 999;
        }
    }


    void IPostGenerateGradleAndroidProject.OnPostGenerateGradleAndroidProject(string path)
    {
        Debug.Log("Bulid path : " + path);
        string gradlePropertiesFile = path + "/../gradle.properties";
        Debug.Log("Bulid path : " + gradlePropertiesFile);
        if (File.Exists(gradlePropertiesFile))
        {
            File.Delete(gradlePropertiesFile);
        }
        
        using(StreamWriter sw = File.CreateText(gradlePropertiesFile)) 
        { 
			sw.WriteLine("org.gradle.jvmargs=-Xmx4096M");
			sw.WriteLine("org.gradle.parallel=true");
			sw.WriteLine("android.enableR8=false");
			sw.WriteLine("unityStreamingAssets=.unity3d");
            sw.WriteLine("android.useAndroidX=true"); 
            sw.WriteLine("android.enableJetifier=true"); 
        } 
        // StreamWriter writer = File.CreateText(gradlePropertiesFile);
        // // writer.WriteLine("org.gradle.jvmargs=-Xmx4096M");
        // // writer.WriteLine("android.useAndroidX=true");
        // // writer.WriteLine("android.enableJetifier=true");
        //  writer.WriteLine("android.useAndroidX=true"); 
        //  writer.WriteLine("android.enableJetifier=true");
        // writer.Flush();
        // writer.Close();

    }
}
unity 后处理更改清单文件(AndroidManifest)
    public void OnPostGenerateGradleAndroidProject(string path) {
        
        //路径参考
        string k_AndroidManifestPath = "/src/main/AndroidManifest.xml";
        //launcher\build\intermediates\instant_app_manifest\release
        string k_AndroidManifestPath2 = "/launcher/build/intermediates/instant_app_manifest/release/AndroidManifest.xml";
        
        var manifestPath = path + "/.."+k_AndroidManifestPath2;
        if (!File.Exists(manifestPath))
        {
            
        }
        else
        {
            //string[] str = File.ReadAllLines(path);
            string str = File.ReadAllText(manifestPath);
            Debug.Log("id:"+manifestPath);
            Debug.Log("id:"+Application.identifier);
            Debug.Log("id:"+path);
            var bef = str.Contains(Application.identifier);
            Debug.Log("ber:"+bef.ToString());
            str = Regex.Replace(str,Application.identifier,"ltbase_package_name");  
            var afte = str.Contains(Application.identifier);
            Debug.Log("afte:"+afte.ToString());
            File.WriteAllText(manifestPath,str);
        }
        
    }
Unity xode工程后处理
  [PostProcessBuildAttribute(0)]
    public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject) {
        if (target != BuildTarget.iOS) {
            return;
        }
        string projectPath = pathToBuiltProject + "/Unity-iPhone.xcodeproj/project.pbxproj";
        PBXProject pbxProject = new PBXProject();
        pbxProject.ReadFromFile(projectPath);

        
        //Add file to unity iphone
        //设置安装包的名字
        string unityIphoneGuid = pbxProject.GetUnityMainTargetGuid();
        //设置编译属性(SetBuildProperty)
        var setList = new Dictionary<string,string>()
        {
            {"ENABLE_BITCODE","No"},
            {"OTHER_LDFLAGS","-ObjC"},
            {"ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES","Yes"},
            {"DEBUG_INFORMATION_FORMAT","DWARF with dSYM File"},
            {"CODE_SIGN_STYLE","Manual"},
        };
        
        pbxProject.SetBuildProperty(unityIphoneGuid,"ENABLE_BITCODE","No");
        
       
        
        
        //添加资源文件
        
        var fileList = new List<string>() { "a.json","b.json","c.dat"};
        var newPath = pathToBuiltProject.Replace("/Xcode/", "Projectios");
        
        fileList.ForEach(s =>
        {
            var res = pbxProject.GetResourcesBuildPhaseByTarget(unityIphoneGuid);
            var resGuid = pbxProject.AddFolderReference(newPath+s,pathToBuiltProject+"Data/"+s,PBXSourceTree.Source);
            pbxProject.AddFileToBuildSection(unityIphoneGuid,res,resGuid);
        });
        
        //添加类库
        string unityFrameworkGuid = pbxProject.GetUnityFrameworkTargetGuid();
        pbxProject.AddFrameworkToProject(unityFrameworkGuid,"a.framework",true);
        
        //添加宏(特殊标签)
        
        
        
        
         string targetGuid = pbxProject.TargetGuidByName("Unity-iPhone");
        //在Other Linker Flags 添加 -ObjC
        pbxProject.AddBuildProperty(targetGuid,"OTHER_LDFLAGS","-ObjC");
        //设置Enable Bitcode 为No
        pbxProject.SetBuildProperty(targetGuid,"ENABLE_BITCODE","No");
        //添加.framework库
        pbxProject.AddFrameworkToProject(targetGuid,"Security.framework",false);
        pbxProject.AddFrameworkToProject(targetGuid,"CoreGraphics.framework",false);
        pbxProject.AddFrameworkToProject(targetGuid,"WebKit.framework",false);
        pbxProject.AddFrameworkToProject(targetGuid,"CoreTelephony.framework",true);
        
        pbxProject.AddFileToBuild(targetGuid, pbxProject.AddFile("usr/lib/libsqlite3.0.tbd", "Frameworks/libsqlite3.0.tbd", PBXSourceTree.Sdk));
        pbxProject.AddFileToBuild(targetGuid, pbxProject.AddFile("usr/lib/libz.tbd", "Frameworks/libz.tbd", PBXSourceTree.Sdk));
        pbxProject.AddFileToBuild(targetGuid, pbxProject.AddFile("usr/lib/libc++.tbd", "Frameworks/libc++.tbd", PBXSourceTree.Sdk));
        //写入文件,如果不写入不会生效的
        File.WriteAllText(projectPath,pbxProject.WriteToString());
        //为plist写入项目中需要的配置 一般项目中接入微信会需要
        string plistPath = System.IO.Path.Combine(pathToBuiltProject, "Info.plist");
        PlistDocument plist = new PlistDocument();
        plist.ReadFromFile(plistPath);
        PlistElementDict dict = plist.root.CreateDict("NSAppTransportSecurity");
        dict.SetBoolean("NSAllowsArbitraryLoads", true);
        //iOS跳转需要配置
        PlistElementArray array = plist.root.CreateArray ("LSApplicationQueriesSchemes");
        array.AddString("weixinULAPI");
        array.AddString("weixin");
        
        PlistElementArray urlTypes = plist.root.CreateArray("CFBundleURLTypes");
        dict = urlTypes.AddDict();
        dict.SetString("CFBundleURLName", "weixin");
        PlistElementArray schemes = dict.CreateArray("CFBundleURLSchemes");
 
        schemes.AddString("APPID");
 
        dict = urlTypes.AddDict();
        dict.SetString("CFBundleURLName", "pay");
        schemes = dict.CreateArray("CFBundleURLSchemes");
        schemes.AddString("xxx-xxxx");
        
        dict = urlTypes.AddDict();
        dict.SetString("CFBundleURLName", "app");
        schemes = dict.CreateArray("CFBundleURLSchemes");
        //bundleID
        schemes.AddString("com.xxx.xx.xxxxx");
        //写入plist
        plist.WriteToFile (plistPath);
    }
后处理函数的具体使用(PostProcessBuildAttribute)

打包完成后的一些文件的拷贝删除与替换

// C# example:
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;

public class MyBuildPostprocessor {
    [PostProcessBuildAttribute(1)]
    public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject) {
        Debug.Log( pathToBuiltProject );
        }
}
4.完全完整的自动化打包流程示例 待续 (先占位置,后续会把具体实例补充完整)

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原文地址: http://outofmemory.cn/web/992919.html

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