demo_ar_unity/Assets/FlutterUnityIntegration/Editor/Build.cs
2025-03-18 09:34:42 +07:00

811 lines
34 KiB
C#
Executable File

using System;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEditor.Build;
using UnityEngine;
using Application = UnityEngine.Application;
using BuildResult = UnityEditor.Build.Reporting.BuildResult;
// uncomment for addressables
//using UnityEditor.AddressableAssets;
//using UnityEditor.AddressableAssets.Settings;
namespace FlutterUnityIntegration.Editor
{
public class Build : EditorWindow
{
private static readonly string ProjectPath = Path.GetFullPath(Path.Combine(Application.dataPath, ".."));
private static readonly string APKPath = Path.Combine(ProjectPath, "Builds/" + Application.productName + ".apk");
private static readonly string AndroidExportPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../android/unityLibrary"));
private static readonly string WindowsExportPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../windows/unityLibrary/data"));
private static readonly string IOSExportPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../ios/UnityLibrary"));
private static readonly string WebExportPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../web/UnityLibrary"));
private static readonly string IOSExportPluginPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../ios_xcode/UnityLibrary"));
private bool _pluginMode = false;
private static string _persistentKey = "flutter-unity-widget-pluginMode";
//#region GUI Member Methods
[MenuItem("Flutter/Export Android (Debug) %&n", false, 101)]
public static void DoBuildAndroidLibraryDebug()
{
DoBuildAndroid(Path.Combine(APKPath, "unityLibrary"), false, false);
}
[MenuItem("Flutter/Export Android (Release) %&m", false, 102)]
public static void DoBuildAndroidLibraryRelease()
{
DoBuildAndroid(Path.Combine(APKPath, "unityLibrary"), false, true);
}
[MenuItem("Flutter/Export Android Plugin %&p", false, 103)]
public static void DoBuildAndroidPlugin()
{
DoBuildAndroid(Path.Combine(APKPath, "unityLibrary"), true, true);
}
[MenuItem("Flutter/Export IOS (Debug) %&i", false, 201)]
public static void DoBuildIOSDebug()
{
BuildIOS(IOSExportPath, false);
}
[MenuItem("Flutter/Export IOS (Release) %&i", false, 202)]
public static void DoBuildIOSRelease() {
BuildIOS(IOSExportPath, true);
}
[MenuItem("Flutter/Export IOS Plugin %&o", false, 203)]
public static void DoBuildIOSPlugin()
{
BuildIOS(IOSExportPluginPath, true);
// Automate so manual steps
SetupIOSProjectForPlugin();
// Build Archive
// BuildUnityFrameworkArchive();
}
[MenuItem("Flutter/Export Web GL %&w", false, 301)]
public static void DoBuildWebGL()
{
BuildWebGL(WebExportPath);
}
// Hide this button as windows isn't implemented in the Flutter plugin yet.
// [MenuItem("Flutter/Export Windows %&d", false, 401)]
public static void DoBuildWindowsOS()
{
BuildWindowsOS(WindowsExportPath);
}
[MenuItem("Flutter/Settings %&S", false, 501)]
public static void PluginSettings()
{
EditorWindow.GetWindow(typeof(Build));
}
private void OnGUI()
{
GUILayout.Label("Flutter Unity Widget Settings", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
_pluginMode = EditorGUILayout.Toggle("Plugin Mode", _pluginMode);
if (EditorGUI.EndChangeCheck())
{
EditorPrefs.SetBool(_persistentKey, _pluginMode);
}
}
private void OnEnable()
{
_pluginMode = EditorPrefs.GetBool(_persistentKey, false);
}
//#endregion
//#region Build Member Methods
private static void BuildWindowsOS(String path)
{
// Switch to Android standalone build.
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android);
if (Directory.Exists(path))
Directory.Delete(path, true);
if (Directory.Exists(WindowsExportPath))
Directory.Delete(WindowsExportPath, true);
var playerOptions = new BuildPlayerOptions
{
scenes = GetEnabledScenes(),
target = BuildTarget.StandaloneWindows64,
locationPathName = path,
options = BuildOptions.AllowDebugging
};
// Switch to Android standalone build.
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows64);
// build addressable
ExportAddressables();
var report = BuildPipeline.BuildPlayer(playerOptions);
if (report.summary.result != BuildResult.Succeeded)
throw new Exception("Build failed");
Debug.Log("-- Windows Build: SUCCESSFUL --");
}
private static void BuildWebGL(String path)
{
// Check if the Unity project is in the expected location
if (!IsProjectLocationValid(path, "web")) {
return;
}
// Switch to Android standalone build.
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android);
if (Directory.Exists(path))
Directory.Delete(path, true);
if (Directory.Exists(WebExportPath))
Directory.Delete(WebExportPath, true);
// EditorUserBuildSettings. = true;
var playerOptions = new BuildPlayerOptions();
playerOptions.scenes = GetEnabledScenes();
playerOptions.target = BuildTarget.WebGL;
playerOptions.locationPathName = path;
// Switch to Android standalone build.
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.WebGL, BuildTarget.WebGL);
// build addressable
ExportAddressables();
var report = BuildPipeline.BuildPlayer(playerOptions);
if (report.summary.result != BuildResult.Succeeded)
throw new Exception("Build failed");
// Copy(path, WebExportPath);
ModifyWebGLExport();
Debug.Log("-- WebGL Build: SUCCESSFUL --");
}
private static void DoBuildAndroid(String buildPath, bool isPlugin, bool isReleaseBuild)
{
// Check if the Unity project is in the expected location
if (!IsProjectLocationValid(AndroidExportPath, "android")) {
return;
}
// Switch to Android standalone build.
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android);
if (Directory.Exists(APKPath))
Directory.Delete(APKPath, true);
if (Directory.Exists(AndroidExportPath))
Directory.Delete(AndroidExportPath, true);
EditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Gradle;
EditorUserBuildSettings.exportAsGoogleAndroidProject = true;
var playerOptions = new BuildPlayerOptions();
playerOptions.scenes = GetEnabledScenes();
playerOptions.target = BuildTarget.Android;
playerOptions.locationPathName = APKPath;
if (!isReleaseBuild)
{
// remove this line if you don't use a debugger and you want to speed up the flutter build
playerOptions.options = BuildOptions.AllowDebugging | BuildOptions.Development;
}
#if UNITY_2022_1_OR_NEWER
PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.Android, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
PlayerSettings.SetIl2CppCodeGeneration(NamedBuildTarget.Android, isReleaseBuild ? Il2CppCodeGeneration.OptimizeSpeed : Il2CppCodeGeneration.OptimizeSize);
#elif UNITY_2021_2_OR_NEWER
PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.Android, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
EditorUserBuildSettings.il2CppCodeGeneration = isReleaseBuild ? Il2CppCodeGeneration.OptimizeSpeed : Il2CppCodeGeneration.OptimizeSize;
#endif
// Switch to Android standalone build.
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android);
// build addressable
ExportAddressables();
var report = BuildPipeline.BuildPlayer(playerOptions);
if (report.summary.result != BuildResult.Succeeded)
throw new Exception("Build failed");
Copy(buildPath, AndroidExportPath);
// Modify build.gradle
ModifyAndroidGradle(isPlugin);
if(isPlugin)
{
SetupAndroidProjectForPlugin();
} else
{
SetupAndroidProject();
}
// Copy over resources from the launcher module that are used by the library, Avoid deleting the existing src/main/res contents.
Copy(Path.Combine(APKPath + "/launcher/src/main/res"), Path.Combine(AndroidExportPath, "src/main/res"), false);
if (isReleaseBuild) {
Debug.Log($"-- Android Release Build: SUCCESSFUL --");
} else
{
Debug.Log($"-- Android Debug Build: SUCCESSFUL --");
}
}
private static void ModifyWebGLExport()
{
// Modify index.html
var indexFile = Path.Combine(WebExportPath, "index.html");
var indexHtmlText = File.ReadAllText(indexFile);
indexHtmlText = indexHtmlText.Replace("<script>", @"
<script>
var mainUnityInstance;
window['handleUnityMessage'] = function (params) {
window.parent.postMessage({
name: 'onUnityMessage',
data: params,
}, '*');
};
window['handleUnitySceneLoaded'] = function (name, buildIndex, isLoaded, isValid) {
window.parent.postMessage({
name: 'onUnitySceneLoaded',
data: {
'name': name,
'buildIndex': buildIndex,
'isLoaded': isLoaded == 1,
'isValid': isValid == 1,
}
}, '*');
};
window.parent.addEventListener('unityFlutterBiding', function (args) {
const obj = JSON.parse(args.data);
mainUnityInstance.SendMessage(obj.gameObject, obj.methodName, obj.message);
});
window.parent.addEventListener('unityFlutterBidingFnCal', function (args) {
mainUnityInstance.SendMessage('GameManager', 'HandleWebFnCall', args.data);
});
");
indexHtmlText = indexHtmlText.Replace("canvas.style.width = \"960px\";", "canvas.style.width = \"100%\";");
indexHtmlText = indexHtmlText.Replace("canvas.style.height = \"600px\";", "canvas.style.height = \"100%\";");
indexHtmlText = indexHtmlText.Replace("}).then((unityInstance) => {", @"
}).then((unityInstance) => {
window.parent.postMessage('unityReady', '*');
mainUnityInstance = unityInstance;
");
File.WriteAllText(indexFile, indexHtmlText);
/// Modidy style.css
var cssFile = Path.Combine($"{WebExportPath}/TemplateData", "style.css");
var fullScreenCss = File.ReadAllText(cssFile);
fullScreenCss = @"
body { padding: 0; margin: 0; overflow: hidden; }
#unity-container { position: absolute }
#unity-container.unity-desktop { width: 100%; height: 100% }
#unity-container.unity-mobile { width: 100%; height: 100% }
#unity-canvas { background: #231F20 }
.unity-mobile #unity-canvas { width: 100%; height: 100% }
#unity-loading-bar { position: absolute; left: 50%; top: 50%; transform: translate(-50%, -50%); display: none }
#unity-logo { width: 154px; height: 130px; background: url('unity-logo-dark.png') no-repeat center }
#unity-progress-bar-empty { width: 141px; height: 18px; margin-top: 10px; background: url('progress-bar-empty-dark.png') no-repeat center }
#unity-progress-bar-full { width: 0%; height: 18px; margin-top: 10px; background: url('progress-bar-full-dark.png') no-repeat center }
#unity-footer { display: none }
.unity-mobile #unity-footer { display: none }
#unity-webgl-logo { float:left; width: 204px; height: 38px; background: url('webgl-logo.png') no-repeat center }
#unity-build-title { float: right; margin-right: 10px; line-height: 38px; font-family: arial; font-size: 18px }
#unity-fullscreen-button { float: right; width: 38px; height: 38px; background: url('fullscreen-button.png') no-repeat center }
#unity-mobile-warning { position: absolute; left: 50%; top: 5%; transform: translate(-50%); background: white; padding: 10px; display: none }
";
File.WriteAllText(cssFile, fullScreenCss);
}
private static void ModifyAndroidGradle(bool isPlugin)
{
// Modify build.gradle
var buildFile = Path.Combine(AndroidExportPath, "build.gradle");
var buildText = File.ReadAllText(buildFile);
buildText = buildText.Replace("com.android.application", "com.android.library");
buildText = buildText.Replace("bundle {", "splits {");
buildText = buildText.Replace("enableSplit = false", "enable false");
buildText = buildText.Replace("enableSplit = true", "enable true");
buildText = buildText.Replace("implementation fileTree(dir: 'libs', include: ['*.jar'])", "implementation(name: 'unity-classes', ext:'jar')");
buildText = buildText.Replace(" + unityStreamingAssets.tokenize(', ')", "");
// disable the Unity ndk path as it will conflict with Flutter.
buildText = buildText.Replace("ndkPath \"", "// ndkPath \"");
// check for namespace definition (Android gradle plugin 8+), add a backwards compatible version if it is missing.
if(!buildText.Contains("namespace"))
{
buildText = buildText.Replace("compileOptions {",
"if (project.android.hasProperty(\"namespace\")) {\n namespace 'com.unity3d.player'\n }\n\n compileOptions {"
);
}
if(isPlugin)
{
buildText = Regex.Replace(buildText, @"implementation\(name: 'androidx.* ext:'aar'\)", "\n");
}
buildText = Regex.Replace(buildText, @"\n.*applicationId '.+'.*\n", "\n");
File.WriteAllText(buildFile, buildText);
// Modify AndroidManifest.xml
var manifestFile = Path.Combine(AndroidExportPath, "src/main/AndroidManifest.xml");
var manifestText = File.ReadAllText(manifestFile);
manifestText = Regex.Replace(manifestText, @"<application .*>", "<application>");
var regex = new Regex(@"<activity.*>(\s|\S)+?</activity>", RegexOptions.Multiline);
manifestText = regex.Replace(manifestText, "");
File.WriteAllText(manifestFile, manifestText);
// Modify proguard-unity.txt
var proguardFile = Path.Combine(AndroidExportPath, "proguard-unity.txt");
var proguardText = File.ReadAllText(proguardFile);
proguardText = proguardText.Replace("-ignorewarnings", "-keep class com.xraph.plugin.** { *; }\n-keep class com.unity3d.plugin.* { *; }\n-ignorewarnings");
File.WriteAllText(proguardFile, proguardText);
}
private static void BuildIOS(String path, bool isReleaseBuild)
{
// Check if the Unity project is in the expected location
if (!IsProjectLocationValid(path, "ios")) {
return;
}
bool abortBuild = false;
// abort iOS export if #UNITY_IOS is false.
// Even after SwitchActiveBuildTarget() it will still be false as the code isn't recompiled yet.
// As a workaround, make the user trigger an export again after the switch.
#if !UNITY_IOS
abortBuild = true;
if (Application.isBatchMode)
{
Debug.LogError("Incorrect iOS buildtarget, use the -buildTarget argument to set iOS");
}
else
{
bool dialogResult = EditorUtility.DisplayDialog(
"Switch build target to iOS?",
"Exporting to iOS first requires a build target switch.\nClick 'Export iOS' again after all importing has finished.",
"Switch to iOS",
"Cancel"
);
if (dialogResult)
{
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.iOS, BuildTarget.iOS);
}
}
#endif
//don't return within #if !UNITY_IOS as that results in unreachable code warnings.
if (abortBuild)
return;
if (Directory.Exists(path))
Directory.Delete(path, true);
#if (UNITY_2021_1_OR_NEWER)
EditorUserBuildSettings.iOSXcodeBuildConfig = XcodeBuildConfig.Release;
#else
EditorUserBuildSettings.iOSBuildConfigType = iOSBuildType.Release;
#endif
#if UNITY_2022_1_OR_NEWER
PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.iOS, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
PlayerSettings.SetIl2CppCodeGeneration(NamedBuildTarget.iOS, isReleaseBuild ? Il2CppCodeGeneration.OptimizeSpeed : Il2CppCodeGeneration.OptimizeSize);
#elif UNITY_2021_2_OR_NEWER
PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.iOS, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
EditorUserBuildSettings.il2CppCodeGeneration = isReleaseBuild ? Il2CppCodeGeneration.OptimizeSpeed : Il2CppCodeGeneration.OptimizeSize;
#endif
var playerOptions = new BuildPlayerOptions
{
scenes = GetEnabledScenes(),
target = BuildTarget.iOS,
locationPathName = path
};
if (!isReleaseBuild)
{
playerOptions.options = BuildOptions.AllowDebugging | BuildOptions.Development;
}
// build addressable
ExportAddressables();
var report = BuildPipeline.BuildPlayer(playerOptions);
if (report.summary.result != BuildResult.Succeeded)
throw new Exception("Build failed");
// log an error if this code is skipped. (might happen when buildtarget is switched from code)
bool postBuildExecuted = false;
#if UNITY_IOS
XcodePostBuild.PostBuild(BuildTarget.iOS, report.summary.outputPath);
postBuildExecuted = true;
#endif
if (postBuildExecuted)
{
if (isReleaseBuild)
{
Debug.Log("-- iOS Release Build: SUCCESSFUL --");
}
else
{
Debug.Log("-- iOS Debug Build: SUCCESSFUL --");
}
} else
{
Debug.LogError("iOS export failed. Failed to modify Unity's Xcode project.");
}
}
//#endregion
//#region Other Member Methods
private static void Copy(string source, string destinationPath, bool clearDestination = true)
{
if (clearDestination && Directory.Exists(destinationPath))
Directory.Delete(destinationPath, true);
Directory.CreateDirectory(destinationPath);
foreach (var dirPath in Directory.GetDirectories(source, "*",
SearchOption.AllDirectories))
Directory.CreateDirectory(dirPath.Replace(source, destinationPath));
foreach (var newPath in Directory.GetFiles(source, "*.*",
SearchOption.AllDirectories))
File.Copy(newPath, newPath.Replace(source, destinationPath), true);
}
private static string[] GetEnabledScenes()
{
var scenes = EditorBuildSettings.scenes
.Where(s => s.enabled)
.Select(s => s.path)
.ToArray();
return scenes;
}
// uncomment for addressables
private static void ExportAddressables() {
/*
Debug.Log("Start building player content (Addressables)");
Debug.Log("BuildAddressablesProcessor.PreExport start");
AddressableAssetSettings.CleanPlayerContent(
AddressableAssetSettingsDefaultObject.Settings.ActivePlayerDataBuilder);
AddressableAssetProfileSettings profileSettings = AddressableAssetSettingsDefaultObject.Settings.profileSettings;
string profileId = profileSettings.GetProfileId("Default");
AddressableAssetSettingsDefaultObject.Settings.activeProfileId = profileId;
AddressableAssetSettings.BuildPlayerContent();
Debug.Log("BuildAddressablesProcessor.PreExport done");
*/
}
/// <summary>
/// This method tries to autome the build setup required for Android
/// </summary>
private static void SetupAndroidProject()
{
var androidPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../android"));
var androidAppPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../android/app"));
var projBuildPath = Path.Combine(androidPath, "build.gradle");
var appBuildPath = Path.Combine(androidAppPath, "build.gradle");
var settingsPath = Path.Combine(androidPath, "settings.gradle");
// switch to Kotlin DSL gradle if .kts file is detected (Fluter 3.29+ by default)
if (File.Exists(projBuildPath + ".kts")) {
SetupAndroidProjectKotlin();
return;
}
var projBuildScript = File.ReadAllText(projBuildPath);
var settingsScript = File.ReadAllText(settingsPath);
var appBuildScript = File.ReadAllText(appBuildPath);
// Sets up the project build.gradle files correctly
if (!Regex.IsMatch(projBuildScript, @"flatDir[^/]*[^}]*}"))
{
var regex = new Regex(@"allprojects \{[^\{]*\{", RegexOptions.Multiline);
projBuildScript = regex.Replace(projBuildScript, @"
allprojects {
repositories {
flatDir {
dirs ""${project(':unityLibrary').projectDir}/libs""
}
");
File.WriteAllText(projBuildPath, projBuildScript);
}
// Sets up the project settings.gradle files correctly
if (!Regex.IsMatch(settingsScript, @"include "":unityLibrary"""))
{
settingsScript += @"
include "":unityLibrary""
project("":unityLibrary"").projectDir = file(""./unityLibrary"")
";
File.WriteAllText(settingsPath, settingsScript);
}
// Sets up the project app build.gradle files correctly
if (!Regex.IsMatch(appBuildScript, @"dependencies \{"))
{
appBuildScript += @"
dependencies {
implementation project(':unityLibrary')
}
";
File.WriteAllText(appBuildPath, appBuildScript);
} else
{
if (!appBuildScript.Contains(@"implementation project(':unityLibrary')"))
{
var regex = new Regex(@"dependencies \{", RegexOptions.Multiline);
appBuildScript = regex.Replace(appBuildScript, @"
dependencies {
implementation project(':unityLibrary')
");
File.WriteAllText(appBuildPath, appBuildScript);
}
}
}
// Copy of SetupAndroidProject() adapted to Kotlin DLS .gradle.kts. Generated since Flutter 3.29
private static void SetupAndroidProjectKotlin()
{
var androidPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../android"));
var androidAppPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../android/app"));
var projBuildPath = Path.Combine(androidPath, "build.gradle.kts");
var appBuildPath = Path.Combine(androidAppPath, "build.gradle.kts");
var settingsPath = Path.Combine(androidPath, "settings.gradle.kts");
var projBuildScript = File.ReadAllText(projBuildPath);
var settingsScript = File.ReadAllText(settingsPath);
var appBuildScript = File.ReadAllText(appBuildPath);
// Sets up the project build.gradle files correctly
if (!Regex.IsMatch(projBuildScript, @"flatDir[^/]*[^}]*}"))
{
var regex = new Regex(@"allprojects \{[^\{]*\{", RegexOptions.Multiline);
projBuildScript = regex.Replace(projBuildScript, @"
allprojects {
repositories {
flatDir {
dirs(file(""${project("":unityLibrary"").projectDir}/libs""))
}
");
File.WriteAllText(projBuildPath, projBuildScript);
}
// Sets up the project settings.gradle files correctly
if (!Regex.IsMatch(settingsScript, @"include("":unityLibrary"")"))
{
settingsScript += @"
include("":unityLibrary"")
project("":unityLibrary"").projectDir = file(""./unityLibrary"")
";
File.WriteAllText(settingsPath, settingsScript);
}
// Sets up the project app build.gradle files correctly
if (!Regex.IsMatch(appBuildScript, @"dependencies \{"))
{
appBuildScript += @"
dependencies {
implementation(project("":unityLibrary""))
}
";
File.WriteAllText(appBuildPath, appBuildScript);
}
else
{
if (!appBuildScript.Contains(@"implementation(project("":unityLibrary"")"))
{
var regex = new Regex(@"dependencies \{", RegexOptions.Multiline);
appBuildScript = regex.Replace(appBuildScript, @"
dependencies {
implementation(project("":unityLibrary""))
");
File.WriteAllText(appBuildPath, appBuildScript);
}
}
}
/// <summary>
/// This method tries to autome the build setup required for Android
/// </summary>
private static void SetupAndroidProjectForPlugin()
{
var androidPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../android"));
var projBuildPath = Path.Combine(androidPath, "build.gradle");
var settingsPath = Path.Combine(androidPath, "settings.gradle");
if (File.Exists(projBuildPath + ".kts")) {
SetupAndroidProjectForPluginKotlin();
return;
}
var projBuildScript = File.ReadAllText(projBuildPath);
var settingsScript = File.ReadAllText(settingsPath);
// Sets up the project build.gradle files correctly
if (Regex.IsMatch(projBuildScript, @"// BUILD_ADD_UNITY_LIBS"))
{
var regex = new Regex(@"// BUILD_ADD_UNITY_LIBS", RegexOptions.Multiline);
projBuildScript = regex.Replace(projBuildScript, @"
flatDir {
dirs ""${project(':unityLibrary').projectDir}/libs""
}
");
File.WriteAllText(projBuildPath, projBuildScript);
}
// Sets up the project settings.gradle files correctly
if (!Regex.IsMatch(settingsScript, @"include "":unityLibrary"""))
{
settingsScript += @"
include "":unityLibrary""
project("":unityLibrary"").projectDir = file(""./unityLibrary"")
";
File.WriteAllText(settingsPath, settingsScript);
}
}
// Copy of SetupAndroidProjectForPlugin() adapted to Kotlin DLS .gradle.kts. Generated since Flutter 3.29
private static void SetupAndroidProjectForPluginKotlin()
{
var androidPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../android"));
var projBuildPath = Path.Combine(androidPath, "build.gradle.kts");
var settingsPath = Path.Combine(androidPath, "settings.gradle.kts");
var projBuildScript = File.ReadAllText(projBuildPath);
var settingsScript = File.ReadAllText(settingsPath);
// Sets up the project build.gradle files correctly
if (Regex.IsMatch(projBuildScript, @"// BUILD_ADD_UNITY_LIBS"))
{
var regex = new Regex(@"// BUILD_ADD_UNITY_LIBS", RegexOptions.Multiline);
projBuildScript = regex.Replace(projBuildScript, @"
flatDir {
dirs(file(""${project("":unityLibrary"").projectDir}/libs""))
}
");
File.WriteAllText(projBuildPath, projBuildScript);
}
// Sets up the project settings.gradle files correctly
if (!Regex.IsMatch(settingsScript, @"include("":unityLibrary"")"))
{
settingsScript += @"
include("":unityLibrary"")
project("":unityLibrary"").projectDir = file(""./unityLibrary"")
";
File.WriteAllText(settingsPath, settingsScript);
}
}
private static void SetupIOSProjectForPlugin()
{
var iosRunnerPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../ios"));
var pubsecFile = Path.Combine(iosRunnerPath, "flutter_unity_widget.podspec");
var pubsecText = File.ReadAllText(pubsecFile);
if (!Regex.IsMatch(pubsecText, @"\w\.xcconfig(?:[^}]*})+") && !Regex.IsMatch(pubsecText, @"tar -xvjf UnityFramework.tar.bz2"))
{
var regex = new Regex(@"\w\.xcconfig(?:[^}]*})+", RegexOptions.Multiline);
pubsecText = regex.Replace(pubsecText, @"
spec.xcconfig = {
'FRAMEWORK_SEARCH_PATHS' => '""${PODS_ROOT}/../.symlinks/plugins/flutter_unity_widget/ios"" ""${PODS_ROOT}/../.symlinks/flutter/ios-release"" ""${PODS_CONFIGURATION_BUILD_DIR}""',
'OTHER_LDFLAGS' => '$(inherited) -framework UnityFramework \${PODS_LIBRARIES}'
}
spec.vendored_frameworks = ""UnityFramework.framework""
");
File.WriteAllText(pubsecFile, pubsecText);
}
}
// DO NOT USE (Contact before trying)
private static async void BuildUnityFrameworkArchive()
{
var xcprojectExt = "/Unity-iPhone.xcodeproj";
// check if we have a workspace or not
if (Directory.Exists(IOSExportPluginPath + "/Unity-iPhone.xcworkspace")) {
xcprojectExt = "/Unity-iPhone.xcworkspace";
}
const string framework = "UnityFramework";
var xcprojectName = $"{IOSExportPluginPath}{xcprojectExt}";
var schemeName = $"{framework}";
var buildPath = IOSExportPluginPath + "/build";
var frameworkNameWithExt = $"{framework}.framework";
var iosRunnerPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../ios/"));
const string iosArchiveDir = "Release-iphoneos-archive";
var iosArchiveFrameworkPath = $"{buildPath}/{iosArchiveDir}/Products/Library/Frameworks/{frameworkNameWithExt}";
var dysmNameWithExt = $"{frameworkNameWithExt}.dSYM";
try
{
Debug.Log("### Cleaning up after old builds");
await $" - rf {iosRunnerPath}{frameworkNameWithExt}".Bash("rm");
await $" - rf {buildPath}".Bash("rm");
Debug.Log("### BUILDING FOR iOS");
Debug.Log("### Building for device (Archive)");
await $"archive -workspace {xcprojectName} -scheme {schemeName} -sdk iphoneos -archivePath {buildPath}/Release-iphoneos.xcarchive ENABLE_BITCODE=NO |xcpretty".Bash("xcodebuild");
Debug.Log("### Copying framework files");
await $" -RL {iosArchiveFrameworkPath} {iosRunnerPath}/{frameworkNameWithExt}".Bash("cp");
await $" -RL {iosArchiveFrameworkPath}/{dysmNameWithExt} {iosRunnerPath}/{dysmNameWithExt}".Bash("cp");
Debug.Log("### DONE ARCHIVING");
}
catch (Exception e)
{
Debug.Log(e);
}
}
// check if the Unity project is in the expected location
private static bool IsProjectLocationValid(string unityLibraryPath, string platform)
{
// android, ios and web use platform/unityLibrary, move up one step.
string platformPath = Path.Combine(unityLibraryPath, "../");
if (!Directory.Exists(platformPath))
{
Debug.LogError($"Could not find the Flutter project {platform} folder. Make sure the Unity project folder is located in '<flutter-project>/unity/<unity-project-folder>' .");
Debug.Log($"-- Build: Failed --");
return false;
}
return true;
}
//#endregion
}
}