2016更新:本文寫于2014。其中值得注意的是,建議默認(rèn)使用python編寫腳本,對(duì)跨平臺(tái)有好處。而并非下文即將提及的、還不那么好地,使用bat、shell來編寫。
基礎(chǔ)概念
如果不關(guān)心概念只關(guān)心使用方法,可略過這里,直接去到“準(zhǔn)備環(huán)境”、“腳本構(gòu)建使用方法”。
能夠使用Unity進(jìn)行腳本生成ipa或apk(以下統(tǒng)稱app)的核心前提是:
- Unity運(yùn)行時(shí)既包括了editor、也包括了compiler;
- Unity運(yùn)行時(shí)既能以界面形式運(yùn)行、也能以命令行方式運(yùn)行??蓞⒁?a target="_blank" rel="nofollow">Unity命令行官方文檔;
- Unity以命令行方式運(yùn)行時(shí),能夠通過形如
-executeMethod MyScript.MyMethod參數(shù),調(diào)用Editor腳本工程里面的某一個(gè)靜態(tài)方法,該靜態(tài)方法可以引用UnityEngine庫(kù)、UnityEditor庫(kù)里的任意函數(shù),包括關(guān)鍵的BuildPipeline.BuildPlayer函數(shù)。可參考BuildPlayer的官方文檔; - 也就是說,理論上任何在Unity編輯器里能實(shí)現(xiàn)的操作,都能通過命令行實(shí)現(xiàn)。(親可以試一下使用命令行做一個(gè)Unity游戲出來:p)
所以,使用Unity進(jìn)行腳本生成app的核心步驟是:
- 準(zhǔn)備SDK環(huán)境。如果是生成apk,則機(jī)器(Mac或PC)先準(zhǔn)備好Android SDK;如果是生成ipa,則Mac先安裝好XCode
- 調(diào)用腳本,生成中間工程文件。腳本實(shí)際是運(yùn)行Unity命令行,調(diào)用用戶函數(shù)比如
CommandBuild.Build函數(shù),輸入各類參數(shù)(比如-ios/-android的平臺(tái)參數(shù)、比如-debug/-release的版本參數(shù)) - 調(diào)用腳本,使用SDK將中間工程文件生成app。如果是生成apk,因?yàn)锳ndroid的開放性,Unity能夠?qū)⑦@一步合到第2步中,所以生成apk也就不需要我們?nèi)ジ愕?步了;但如果是生成ipa,因?yàn)樘O果限制必須使用XCode生成ipa,所以我們需要再用腳本調(diào)用XCode,將工程文件生成ipa。
準(zhǔn)備環(huán)境
準(zhǔn)備生成apk的環(huán)境
機(jī)器可以是PC或Mac。但這里只討論P(yáng)C。
-
到Android官網(wǎng)下載最新的Eclipse ADT
注:可能出現(xiàn)點(diǎn)擊下載按鈕沒反應(yīng)的情況,可以更換瀏覽器再試試。
注:ADT包括了EclipseIDE和SDK本身。事實(shí)上我們的確只需要SDK就好了,但試過下載SDK是不行的,因?yàn)槿鄙倭死锩娴膒latforms。所以用下載工具下載ADT是個(gè)省時(shí)的選擇。 解壓下載好的壓縮包,放到合適的地方。
打開Unity,Edit>Preferences>External Tools>Android SDK Location,然后選擇你剛才解壓文件夾中的sdk文件夾。
-
完畢?,F(xiàn)在可以使用Unity構(gòu)建了。
注:如果構(gòu)建中途,出現(xiàn)失敗形如Error building Player: Win32Exception: ...zipalign.exe...CommandLine='4"的錯(cuò)誤,可以把zipalignexe從sdk\build-tools\(你的版本)文件夾拷到sdk\tool文件夾。
準(zhǔn)備生成ipa的環(huán)境
- 機(jī)器必須是Mac
- 到App Store下載并安裝最新的XCode
- 準(zhǔn)備好開發(fā)者帳號(hào)、開發(fā)者p12文件。(過程略)
腳本使用方法
生成apk
- 修改Environment.bat
- 修改“unity”變量,指定里面的unity路徑。
- 修改“debugParam”變量,指定是
-debug或者-release
- 執(zhí)行UnityToApk.bat,等待執(zhí)行完畢
- apk生成在KillerProject\Bin\Android文件夾下
生成ipa
- 修改UnityToXCode.sh里的“debugParam”變量,指定是
-debug或者-release。 - 執(zhí)行UnityToIPA.sh生成ipa文件。也可以執(zhí)行SvnUnityToIPA.sh即先更新SVN再生成ipa。
附腳本
apk相關(guān)腳本
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相關(guān)腳本
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腳本代碼
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)
{
///非重點(diǎn),略
}
}