unity优化Unity3D与游戏开发Unity

Unity脚本生成ipa或apk的方法

2014-07-02  本文已影响9124人  DonaldW

2016更新:本文写于2014。其中值得注意的是,建议默认使用python编写脚本,对跨平台有好处。而并非下文即将提及的、还不那么好地,使用bat、shell来编写。

基础概念

如果不关心概念只关心使用方法,可略过这里,直接去到“准备环境”、“脚本构建使用方法”。

能够使用Unity进行脚本生成ipa或apk(以下统称app)的核心前提是:

所以,使用Unity进行脚本生成app的核心步骤是:

  1. 准备SDK环境。如果是生成apk,则机器(Mac或PC)先准备好Android SDK;如果是生成ipa,则Mac先安装好XCode
  2. 调用脚本,生成中间工程文件。脚本实际是运行Unity命令行,调用用户函数比如CommandBuild.Build函数,输入各类参数(比如-ios/-android的平台参数、比如-debug/-release的版本参数)
  3. 调用脚本,使用SDK将中间工程文件生成app。如果是生成apk,因为Android的开放性,Unity能够将这一步合到第2步中,所以生成apk也就不需要我们去搞第3步了;但如果是生成ipa,因为苹果限制必须使用XCode生成ipa,所以我们需要再用脚本调用XCode,将工程文件生成ipa。

准备环境

准备生成apk的环境

  1. 机器可以是PC或Mac。但这里只讨论PC。

  2. 下载java,并且添加java的安装路径到本机环境变量,方法可参考这里

  3. Android官网下载最新的Eclipse ADT

    注:可能出现点击下载按钮没反应的情况,可以更换浏览器再试试。
    注:ADT包括了EclipseIDE和SDK本身。事实上我们的确只需要SDK就好了,但试过下载SDK是不行的,因为缺少了里面的platforms。所以用下载工具下载ADT是个省时的选择。

  4. 解压下载好的压缩包,放到合适的地方。

  5. 打开Unity,Edit>Preferences>External Tools>Android SDK Location,然后选择你刚才解压文件夹中的sdk文件夹。

  6. 完毕。现在可以使用Unity构建了。

    注:如果构建中途,出现失败形如Error building Player: Win32Exception: ...zipalign.exe...CommandLine='4"的错误,可以把zipalignexe从sdk\build-tools\(你的版本)文件夹拷到sdk\tool文件夹。

准备生成ipa的环境

  1. 机器必须是Mac
  2. 到App Store下载并安装最新的XCode
  3. 准备好开发者帐号、开发者p12文件。(过程略)

脚本使用方法

生成apk

  1. 修改Environment.bat
    • 修改“unity”变量,指定里面的unity路径。
    • 修改“debugParam”变量,指定是-debug或者-release
  2. 执行UnityToApk.bat,等待执行完毕
  3. apk生成在KillerProject\Bin\Android文件夹下

生成ipa

  1. 修改UnityToXCode.sh里的“debugParam”变量,指定是-debug或者-release
  2. 执行UnityToIPA.sh生成ipa文件。也可以执行SvnUnityToIPA.sh即先更新SVN再生成ipa。

附脚本

apk相关脚本

Environment.bat

:: set your own Unity path
set unity="D:\Program Files (x86)\Unity\Editor\Unity.exe"
:: -debug or -release
set debugParam=-debug

set projectPath=%~dp0

UnityToApk.bat

rmdir /q Bin\Android
mkdir Bin\Android

call Environment.bat

echo "Start Build Unity to Apk"

%unity% -batchmode -projectPath %projectPath% -executeMethod CommandBuild.PreBuild %debugParam% -quit -logFile ./PreBuild.log
%unity% -batchmode -projectPath %projectPath% -executeMethod CommandBuild.Build %debugParam% -android -quit -logFile ./BuildApk.log


echo "End Build,please see log PreBuild.log and BuildApk.log"

ipa相关脚本

UnityToXCode.sh

#!/bin/bash

echo "Remove XCodeProject"

rm -rf XCodeProject

path=`pwd`
#-debug or -release
debugParam="-debug"

echo "Start Build Unity to XCodeProject"

/Applications/Unity/Unity.app/Contents/MacOS/Unity -batchmode -projectPath $path -executeMethod CommandBuild.PreBuild $debugParam -quit -logFile ./PreBuild.log
/Applications/Unity/Unity.app/Contents/MacOS/Unity -batchmode -projectPath $path -executeMethod CommandBuild.Build $debugParam -ios -quit -logFile ./BuildXCodeProject.log

echo "End Build,please see log PreBuild.log and BuildXCodeProject.log"

XCodeToIPA.sh

#/bin/sh

usage()
{
    echo "usage: $0 AppName XCodeProject"
    echo "example: $0 Killer XCodeProject"
}

if [ $# -ne 2 ] ;then
    usage
    exit 1
fi

path=`pwd`
app_name=$1
xcodeproj_dir=$path/$2

#echo $app_name
#echo $xcodeproj_dir
#echo $path

if [ -d $xcodeproj_dir ] ;then
    echo "$xcode_dir exist"
else
    echo "dir $xcodeproj_dir doesn't exist"
    exit 1
fi

cd $xcodeproj_dir
xcodebuild -sdk iphoneos7.1

echo "end xcodebuild"

cd ./build
mkdir -p ipa/Payload
cp -r ./${app_name}.app ./ipa/Payload
cd ipa

echo "zip $app_name"
zip -r $app_name *

app_file=$path/${app_name}_$(date +%m%d_%H%M).ipa
mv ${app_name}.zip $app_file

echo "Build Successed ipa."
echo "$app_file"

通用Editor脚本代码

CommandBuild.cs

using UnityEngine;
using UnityEditor;

public class CommandBuild
{
    private static string[] ms_scenes =
    {
        "Assets/Scenes/KillerStarter.unity"
    };

    private static bool ms_isDebugBuild = false;
    private static BuildTarget ms_buildTarget = BuildTarget.Android;

    private static string XCODE_PROJECT_NAME = "XCodeProject";
    private static string BUILD_OUTPUT_ANDROID = "Bin/Android/";

    private static void UpdateBuildFlag()
    {
        string[] args = System.Environment.GetCommandLineArgs();
        foreach(string oneArg in args)
        {
            if (oneArg != null && oneArg.Length > 0)
            {
                if (oneArg.ToLower().Contains("-debug"))
                {
                    Debug.Log("\"-debug\" is detected, switch to debug build.");
                    ms_isDebugBuild = true;
                    return;
                }
                else if (oneArg.ToLower().Contains("-release"))
                {
                    Debug.Log("\"-release\" is detected, switch to release build.");
                    ms_isDebugBuild = false;
                    return;
                }
            }
        }

        if (ms_isDebugBuild)
        {
            Debug.Log("neither \"-debug\" nor \"-release\" is detected, current is to debug build.");
        }
        else
        {
            Debug.Log("neither \"-debug\" nor \"-release\" is detected, current is to release build.");
        }
    }
    private static void UpdateBuildTarget()
    {
        string[] args = System.Environment.GetCommandLineArgs();
        foreach (string oneArg in args)
        {
            if (oneArg != null && oneArg.Length > 0)
            {
                if (oneArg.ToLower().Contains("-android"))
                {
                    Debug.Log("\"-android\" is detected, switch build target to android.");
                    ms_buildTarget = BuildTarget.Android;
                    return;
                }
                else if (oneArg.ToLower().Contains("-iphone"))
                {
                    Debug.Log("\"-iphone\" is detected, switch build target to iphone.");
                    ms_buildTarget = BuildTarget.iPhone;
                    return;
                }
                else if (oneArg.ToLower().Contains("-ios"))
                {
                    Debug.Log("\"-ios\" is detected, switch build target to iphone.");
                    ms_buildTarget = BuildTarget.iPhone;
                    return;
                }
            }
        }

        Debug.Log("neither \"-android\", \"-ios\" nor \"-iphone\" is detected, current build target is: " + ms_buildTarget);
    }
    public static void PreBuild()
    {
        Debug.Log("PreBuild");
        UpdateBuildFlag();
        SetKgfDebugActive(ms_isDebugBuild);
    }
    public static void Build()
    {
        Debug.Log("Build");
        UpdateBuildTarget();

        BuildOptions buildOption = BuildOptions.None;
        if (ms_isDebugBuild)
        {
            buildOption |= BuildOptions.Development;
            buildOption |= BuildOptions.AllowDebugging;
            buildOption |= BuildOptions.ConnectWithProfiler;
        }
        else
        {
            buildOption |= BuildOptions.None;
        }

        string locationPathName;
        if(BuildTarget.iPhone == ms_buildTarget)
        {
            locationPathName = XCODE_PROJECT_NAME;
        }
        else
        {
            locationPathName = BUILD_OUTPUT_ANDROID;
            System.DateTime time = System.DateTime.Now;
            locationPathName += "killer_" + time.Month.ToString("D2") + time.Day.ToString("D2") +
                "_" + time.Hour.ToString("D2") + time.Minute.ToString("D2") + ".apk";
        }
        BuildPipeline.BuildPlayer(ms_scenes, locationPathName, ms_buildTarget, buildOption);
    }
    public static void PostBuild()
    {
        Debug.Log("PostBuild");
    }

    private static void SetKgfDebugActive(bool activated)
    {
        ///非重点,略
    }
}

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