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unity导出xcode工程之后,自动配置

unity导出xcode工程之后,自动配置

作者: yiangdea | 来源:发表于2019-01-29 18:23 被阅读56次

    接上一节: iOS与unity交互混编, 闭包方式实现互相调用

    插件添加到工程

    如果插件只包含 .h/.m/.mm/.c/.cpp/.a 文件,直接放入 Unity Assets/Plugins/iOS 目录即可。在 Unity 导出 Xcode 工程时,这些文件会放置在Unity-iPhone/Libraries/Plugins/iOS目录。

    如果插件包含 .framework/.bundle 文件,需要在 Unity 导出 XCode 工程之后,手动或利用unity的脚本功能,加入 Xcode 工程中。勾选Copy items if needed,选择Create groups,勾选Add to targets: Unity-iPhone。

    导出iOS工程之后的设置

    如果每次导出 Xcode 之后手动修改 PBXProject 和 Plist,将会非常麻烦。UnityEditor 提供一个[PostProcessBuild]标签,可以帮助我们在导出 Xcode 之后执行一些自动化操作。

    标记 PostProcessBuild 方法

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using System.IO;
    using UnityEditor;
    using UnityEditor.Callbacks;
    using UnityEditor.iOS.Xcode;
    
    
    
    #if UNITY_IOS || UNITY_EDITOR
    public class XcodeBuildPostprocessor
    {
        // 版本号
        [PostProcessBuild(1)]
        public static void OnPostprocessBuild(BuildTarget buildTarget, string path)
        {
            if (buildTarget == BuildTarget.iOS)
            {
                UnityEngine.Debug.Log("XCodePostProcess: Starting to perform post build tasks for iOS platform.");
    
                /*===projPath===*/
                string projPath = path + "/Unity-iPhone.xcodeproj/project.pbxproj";
    
                PBXProject proj = new PBXProject();
                proj.ReadFromFile(projPath);
    
                string target = proj.TargetGuidByName("Unity-iPhone");
    
                // ENABLE_BITCODE=False
                proj.SetBuildProperty(target, "ENABLE_BITCODE", "false");
    
                // add extra framework(s) 
                proj.AddFrameworkToProject(target, "Accelerate.framework", true);
                proj.AddFrameworkToProject(target, "AddressBook.framework", true);
                proj.AddFrameworkToProject(target, "AdSupport.framework", true);
                proj.AddFrameworkToProject(target, "CoreTelephony.framework", true);
                proj.AddFrameworkToProject(target, "ImageIO.framework", true);
                proj.AddFrameworkToProject(target, "MessageUI.framework", true);
                proj.AddFrameworkToProject(target, "MobileCoreServices.framework", true);
                proj.AddFrameworkToProject(target, "libc++.tbd", true);
                proj.AddFrameworkToProject(target, "libsqlite3.tbd", true);
                proj.AddFrameworkToProject(target, "libxml2.tbd", true);
    
                // rewrite to file
                File.WriteAllText(projPath, proj.WriteToString());
    
    
                /*====plist=====*/
                string plistPath = path + "/Info.plist";
                PlistDocument plist = new PlistDocument();
                plist.ReadFromString(File.ReadAllText(plistPath));
                // Get root
                PlistElementDict rootDict = plist.root;
    
                // 权限
                rootDict.SetString("NSCameraUsageDescription", "请允许打开摄像头");
                rootDict.SetString("NSMicrophoneUsageDescription", "请允许打开麦克风");
    
                // 允许http
                var atsKey = "NSAppTransportSecurity";
                PlistElementDict dictTmp = rootDict.CreateDict(atsKey);
                dictTmp.SetBoolean("NSAllowsArbitraryLoads", true);
    
                // Write to file
                File.WriteAllText(plistPath, plist.WriteToString());
            }
        }
    }
    #endif
    

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