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Unity一键打包ipa(shell文件)

Unity一键打包ipa(shell文件)

作者: unlockc | 来源:发表于2019-05-31 10:15 被阅读0次

    本教程环境为:Unity2017.3.1f1、Xcode10.1

    1.设置开发者账号

    using UnityEngine;
    using UnityEditor;
    using UnityEditor.Callbacks;
    using UnityEditor.iOS.Xcode;
    using System.Collections;
    using System.IO;
    using System.Text.RegularExpressions;
    
    
    public class XCodeProjectMod : MonoBehaviour {
        [PostProcessBuild]
        public  static  void OnPostprocessBuild (BuildTarget BuildTarget, string path) {
            if (BuildTarget == BuildTarget.iOS) {
                //这里是固定的
                string projPath = PBXProject.GetPBXProjectPath(path);
                PBXProject proj = new PBXProject();
                proj.ReadFromString(File.ReadAllText(projPath));
                string target = proj.TargetGuidByName("Unity-iPhone");
    
                // set code sign identity & provisioning profile
                proj.SetBuildProperty (target, "CODE_SIGN_IDENTITY", "iPhone Developer: ming xing (9V4FTD5US7)");//替换你的code sign identity
                proj.SetBuildProperty (target, "PROVISIONING_PROFILE_SPECIFIER", "com.companyname");//替换你的provisioning profile specifier
                //proj.SetBuildProperty (target, "CODE_SIGN_ENTITLEMENTS", "KeychainAccessGroups.plist");
                proj.SetBuildProperty (target, "DEVELOPMENT_TEAM", "A3A6A4A6DB");//替换你的development team
                proj.SetBuildProperty (target, "CODE_SIGN_STYLE", "Manual");
    
                //ulua 库不支持 bitcode必须要关闭,才能打包
                proj.SetBuildProperty(target,"ENABLE_BITCODE", "NO");
    
                File.WriteAllText(projPath, proj.WriteToString());
            }
        }
    }
    

    2.编写一键打包shell文件

    (不明白请查看https://blog.csdn.net/qq_14974975/article/details/83825522,本教程大部分引用此网页内容)
    建一个.sh文件,放到工程根目录

    #!/bin/sh
    
    #Log颜色处理-------------start
    function infolog()
    {
        echo -e Log: "\033[32m$1\033[0m"
    }
    
    #输出报错log
    function errorlog()
    {
        echo -e Error: "\033[01;31m$1\033[0m"
    }
    
    #输出报错log并停止运行
    function errorlogExit()
    {
        echo -e Error: "\033[01;31m$1\033[0m"
        echo -e Error: "\033[01;31m打包失败\033[0m"
        exit
    }
    #Log颜色处理-------------end
    
    #游戏程序路径 需要将本文件放入unity工程目录中#
    PROJECT_PATH=$(dirname "$0")
    
    #解析打包配置文件
    CONFIG_PLIST=${PROJECT_PATH}"/build/iOS/Info/exportinfo.plist"
    
    # 版本号
    CONFIG_Version=$(/usr/libexec/PlistBuddy -c 'Print :CFBundleShortVersionString' $CONFIG_PLIST)
    #Xcode工程版本号
    CFBundleShortVersionString=$CONFIG_Version
    
    # 打包格式文件
    CONFIG_exportOptionsPlist_Name=$(/usr/libexec/PlistBuddy -c 'Print :exportOptionsPlist' $CONFIG_PLIST)
    CONFIG_exportOptionsPlist=${PROJECT_PATH}"/build/iOS/Info/"${CONFIG_exportOptionsPlist_Name}
    
    # 是否为Il2cpp模式打包
    CONFIG_isIl2cpp=$(/usr/libexec/PlistBuddy -c 'Print :isIl2cpp' $CONFIG_PLIST)
    
    # build号
    CFBundleVersion=$(/usr/libexec/PlistBuddy -c 'Print :buildVersion' $CONFIG_PLIST)
    
    #这是游戏导出的ipa名字,记得修改这里
    app_name="appname"
    # 拼接游戏名称
    ipa_name=${app_name}"_ios_publish_"${CFBundleShortVersionString}"."${CFBundleVersion}  
    
    #UNITY程序的路径#
    UNITY_PATH=/Applications/Unity/Unity.app/Contents/MacOS/Unity
    
    
    # 传给unity的XCODE导出路径
    Xcode_Untiy_ProjectPath="build/iOS/XcodeProject"
    
    #Xcode工程目录
    Xcode_ProjectPath=${PROJECT_PATH}"/"${Xcode_Untiy_ProjectPath}
    
    #将unity导出成xcode工程-----------------------------------start
        {
            #try 
            $UNITY_PATH -projectPath $PROJECT_PATH -executeMethod AutoBuild.BuildIos "Path_"${Xcode_Untiy_ProjectPath} -quit
        } || { 
            #catch
            errorlogExit "unity导出Xcode工程失败"
        }
        infolog "----------XCODE工程生成完毕,路径:"${Xcode_ProjectPath}
    #将unity导出成xcode工程-----------------------------------end
    
    #设置Xcode info.plist-----------------------------------start
    #       /usr/libexec/PlistBuddy -c 'Set :CFBundleShortVersionString '${CFBundleShortVersionString} $PLIST_PATH
    #       /usr/libexec/PlistBuddy -c 'Set :CFBundleVersion '${CFBundleVersion} $PLIST_PATH
    #设置Xcode info.plist-----------------------------------end
    
    #开始打包ipa-----------------------------------start
        {
            #try
            #清理编译工程
            EXPORT_PATH=${PROJECT_PATH}"/build/iOS/Export/"
    
            infolog "----------enter Xcode Project:"${Xcode_ProjectPath}
            cd $Xcode_ProjectPath
    
            infolog "----------clean Xcode Project"
            xcodebuild clean -quiet
    
            infolog "----------archive Xcode Project:"${EXPORT_PATH}${ipa_name}
            #编译工程
            xcodebuild archive -scheme "Unity-iPhone" -configuration "Release" -archivePath  ${EXPORT_PATH}${ipa_name}"/"${app_name}"_Archive.xcarchive" -quiet || exit
    
            infolog "----------ipa Xcode Project"
            #打包  -archivePath Xcode导出的文件路径   -configuration 导出格式(Debug/Release)   -exportPath ipa导出路径  -exportOptionsPlist 导出模式,使用plist文件控制 在xcode手动打包时会在ipa同目录下生成对应格式的plist文件 可以直接使用改pist文件并根据不同格式备份多份
            xcodebuild -exportArchive -archivePath ${EXPORT_PATH}${ipa_name}"/"${app_name}"_Archive.xcarchive" -configuration "Release" -exportPath ${EXPORT_PATH}${ipa_name} -exportOptionsPlist ${CONFIG_exportOptionsPlist} -quiet || exit
        }||{
            #catch
            errorlogExit "xcode工程清理/打包/导出失败 请查看上层error log"
        }
    #开始打包ipa-----------------------------------start
    
    #复制字符表文件到导出ipa的文件夹------------------start
        if [ ! -d ${EXPORT_PATH}${ipa_name}"/"${app_name}"_Archive.xcarchive/dSYMs" ]; then
            errorlog "----------dSYM字符表文件未导出,检查Xcode设置!!!!!!!!!(文件夹不存在)"
        else
            cd ${EXPORT_PATH}${ipa_name}"/"${app_name}"_Archive.xcarchive/dSYMs"
            if [ ! -e ${app_name}".app.dSYM" ]; then
                #字符表文件不存在
                errorlog "----------dSYM字符表文件未导出,检查Xcode设置!!!!!!!!!(文件不存在)"
            else
                cp -R ${app_name}".app.dSYM" ${EXPORT_PATH}${ipa_name}
            fi
        fi
    #复制字符表文件到导出ipa的文件夹------------------end
    
    infolog "Ipa导出成功!!!!!!!!!"
    #打开指定文件夹
    open ${EXPORT_PATH}${ipa_name}
    

    2.1Unity打包

    上面"2.编写一键打包shell文件"的.sh文件有一行代码:

    $UNITY_PATH -projectPath $PROJECT_PATH -executeMethod AutoBuild.BuildIos "Path_"${Xcode_Untiy_ProjectPath} -quit
    

    提到AutoBuild.BuildIos是Unity打包的代码,需要在Unity里面编写:

    public class AutoBuild
        /// <summary>
        /// ios自动打包测试
        /// </summary>
        public static void BuildIos()
        {
            // 工程导出路径
            string nXcodeOutputPath = string.Empty;
            // 解析shell传入的参数
            foreach (string commandLineArg in System.Environment.GetCommandLineArgs())
            {
                if (commandLineArg.Contains("Path_"))
                {
                    nXcodeOutputPath = commandLineArg.Split('_')[1];
                }
            }
            // 设置需要打包的场景
            string launchScene = "Assets/Scenes/GameStart.unity";
            
            var buildPlayerOptions = new BuildPlayerOptions();
            buildPlayerOptions.locationPathName = nXcodeOutputPath;
            buildPlayerOptions.options = BuildOptions.None;
            buildPlayerOptions.options |= BuildOptions.AcceptExternalModificationsToPlayer;
            buildPlayerOptions.scenes = new[] { launchScene };
            buildPlayerOptions.target = BuildTarget.iOS;
            // 调用开始打包   
            BuildPipeline.BuildPlayer(buildPlayerOptions);
        }
    }
    

    2.2打包配置

    上面"2.编写一键打包shell文件"的.sh文件有一行代码:

    CONFIG_PLIST=${PROJECT_PATH}"/build/iOS/Info/exportinfo.plist"
    

    提到exportinfo.plis是打包配置文件,只是为了一键打包shell配置分开2个文件,修改配置的时候,不影响一键打包shell
    配置文件exportinfo.plist如下:

    <?xml version="1.0" encoding="UTF-8"?>
    <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
    <plist version="1.0">
    <dict>
        <key>exportOptionsPlist</key>
        <string>dev.plist</string>
        <key>buildVersion</key>
        <string>24</string>
        <key>CFBundleShortVersionString</key>
        <string>1.0.10</string>
        <key>isIl2cpp</key>
        <true/>
    </dict>
    </plist>
    

    本教程exportinfo.plist路径为Unity工程根目录/build/iOS/Info

    2.2.1archive导出ipa配置文件

    上面"2.2打包配置"的.plist文件有一行代码:

    <string>dev.plist</string>
    

    提到dev.plist是archive导出ipa需要用的配置文件。自己Xcode手动打一次ipa,在ipa同目录下会看ExportOptions.plist,ExportOptions.plist就是这里提到的dev.plist。本教程dev.plist路径为Unity工程根目录/build/iOS/Info

    2、2.2、2.2.1提到的3个文件路径目录如下

    .sh.plist目录结构.png

    3.导出ipa

    "2.编写一键打包shell文件"的.sh文件拖入终端,回车等待即可!
    如果提示.sh文件没有权限,cd到脚本目录,chmod +x 脚本名.sh即可

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