Created
March 8, 2013 01:56
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Unity3D Ant Build Configuration
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<?xml version="1.0" encoding="UTF-8"?> | |
<project name="Honorbound" default="main" basedir="."> | |
<property environment="env"/> | |
<property name="RAW_BUILD_NUMBER" value="${env.BUILD_NUMBER}"/> | |
<script language="javascript"><![CDATA[ | |
var buildNum = parseInt(project.getProperty("RAW_BUILD_NUMBER")) | |
var minorBuildNumber = buildNum % 100; | |
var majorBuildNumber = (Math.floor(buildNum / 100)) % 100; | |
var uberBuildNumber = (Math.floor(buildNum / 10000)) % 100; | |
project.setProperty("minorBuildNumber", minorBuildNumber); | |
project.setProperty("majorBuildNumber", majorBuildNumber); | |
project.setProperty("uberBuildNumber", uberBuildNumber); | |
]]></script> | |
<property name="VERSION_STRING" value="${uberBuildNumber}.${majorBuildNumber}.${minorBuildNumber}"/> | |
<property file="settings.properties"/> | |
<property name="dev.dir.absolute" location="${dev.dir}"/> | |
<tstamp> | |
<format property="TODAY_STAMP" pattern="yyyy_MM_dd" locale="en,US"/> | |
</tstamp> | |
<tstamp> | |
<format property="MONTH_STAMP" pattern="M" locale="en,US"/> | |
</tstamp> | |
<property name="VERSION_NUM" value="${uberBuildNumber}.${majorBuildNumber}.${minorBuildNumber}"/> | |
<property name="VERSION_STRING" value="honorbound_${VERSION_NUM}"/> | |
<target name="main" depends="ios, android, zipDsym" /> | |
<target name="android" depends="compile-android" /> | |
<target name="ios" depends="compile-ios" /> | |
<target name="clean"> | |
<echo message="Cleaning Build Space"/> | |
<delete dir="${build.dir}"/> | |
<mkdir dir="${build.dir}"/> | |
</target> | |
<target name="compile-ios" depends="clean"> | |
<echo message="Compiling unity project for version ${VERSION_STRING}"/> | |
<echo message="${unity.bin} -projectPath ${dev.dir.absolute} -executeMethod PerformBuild.CommandLineBuild -batchmode -quit"/> | |
<exec executable="${unity.bin}" failonerror="true"> | |
<arg line="-projectPath ${dev.dir.absolute}"/> | |
<arg line="-executeMethod PerformBuild.CommandLineBuild"/> | |
<arg line="-batchmode"/> | |
<arg line="-quit"/> | |
</exec> | |
<replace file="${dev.dir.absolute}/Build/iPhone/Info.plist" preservelastmodified="true"> | |
<replacefilter token="999.999.999" value="${VERSION_NUM}" /> | |
</replace> | |
<exec executable="${security.bin}" failonerror="true"> | |
<arg value="unlock-keychain"/> | |
<arg line="-p ${keychain.password}"/> | |
</exec> | |
<echo message="Building ${dev.dir.absolute}/Build/iPhone/Unity-iPhone.xcodeproj/ Sym Root ${dev.dir.absolute}/Build/iPhone/"/> | |
<exec executable="${xcode.bin}" failonerror="true"> | |
<arg line="-project ${dev.dir.absolute}/Build/iPhone/Unity-iPhone.xcodeproj/"/> | |
<arg line="PROVISIONING_PROFILE=${provisioning.guid}"/> | |
<arg line="-sdk iphoneos"/> | |
<arg line='CODE_SIGN_IDENTITY="${codesign.identity}"'/> | |
<arg line='GCC_GENERATE_DEBUGGING_SYMBOLS=YES'/> | |
<arg line='DEBUG_INFORMATION_FORMAT=dwarf-with-dsym'/> | |
<arg line='DWARF_DSYM_FILE_SHOULD_ACCOMPANY_PRODUCT=YES'/> | |
<arg line='DEBUGGING_SYMBOLS=YES'/> | |
<arg line="-configuration Release"/> | |
</exec> | |
<exec executable="${xcrun.bin}" failonerror="true"> | |
<arg line="-sdk iphoneos"/> | |
<arg line="PackageApplication"/> | |
<arg line="-v ${dev.dir.absolute}/Build/iPhone/build/${APP_NAME}.app"/> | |
<arg line="-o ${dev.dir.absolute}/Build/iPhone/build/${APP_NAME}.ipa"/> | |
</exec> | |
<copy file="${dev.dir.absolute}/Build/iPhone/build/${APP_NAME}.ipa" tofile="${ios.build.deploy.folder}/${VERSION_STRING}.ipa"/> | |
</target> | |
<target name="compile-android" depends="clean"> | |
<echo message="Compiling unity project for android version ${VERSION_STRING}"/> | |
<echo message="${unity.bin} -projectPath ${dev.dir.absolute} -executeMethod PerformBuild.CommandLineBuildAndroid -batchmode -quit"/> | |
<exec executable="${unity.bin}" failonerror="true"> | |
<arg line="-projectPath ${dev.dir.absolute}"/> | |
<arg line="-executeMethod PerformBuild.CommandLineBuildAndroid"/> | |
<arg line="-batchmode"/> | |
<arg line="-quit"/> | |
</exec> | |
<copy file="${dev.dir.absolute}/build/android" tofile="${android.build.deploy.folder}/${VERSION_STRING}.apk"/> | |
<exec executable="curl" dir="${android.build.deploy.folder}"> | |
<arg line="--form file=@${VERSION_STRING}.apk '${BUILD_URL}/save_file.php?appname=${APP_NAME}'" /> | |
</exec> | |
</target> | |
<target name="zipDsym"> | |
<echo message="Zipping dSym"/> | |
<exec executable="zip" dir="${dev.dir.absolute}/Build/iPhone/build" failonerror="true"> | |
<arg value="-r"/> | |
<arg value="${APP_NAME}.app.dSYM.zip"/> | |
<arg value="${APP_NAME}.app.dSYM"/> | |
</exec> | |
</target> | |
</project> |
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// C# example | |
using UnityEditor; | |
using System.IO; | |
using System.Collections; | |
using UnityEngine; | |
using System.Collections.Generic; | |
class PerformBuild | |
{ | |
static string[] GetBuildScenes() | |
{ | |
List<string> names = new List<string>(); | |
foreach(EditorBuildSettingsScene e in EditorBuildSettings.scenes) | |
{ | |
if(e==null) | |
continue; | |
if(e.enabled) | |
names.Add(e.path); | |
} | |
return names.ToArray(); | |
} | |
static string GetBuildPath() | |
{ | |
return "build/iPhone"; | |
} | |
[UnityEditor.MenuItem("CUSTOM/Test Command Line Build Step")] | |
static void CommandLineBuild () | |
{ | |
Debug.Log("Command line build\n------------------\n------------------"); | |
string[] scenes = GetBuildScenes(); | |
string path = GetBuildPath(); | |
if(scenes == null || scenes.Length==0 || path == null) | |
return; | |
Debug.Log(string.Format("Path: \"{0}\"", path)); | |
for(int i=0; i<scenes.Length; ++i) | |
{ | |
Debug.Log(string.Format("Scene[{0}]: \"{1}\"", i, scenes[i])); | |
} | |
Debug.Log("Starting Build!"); | |
BuildPipeline.BuildPlayer(scenes, path, BuildTarget.iPhone, BuildOptions.None); | |
} | |
static string GetBuildPathAndroid() | |
{ | |
return "build/android"; | |
} | |
[UnityEditor.MenuItem("CUSTOM/Test Command Line Build Step Android")] | |
static void CommandLineBuildAndroid () | |
{ | |
Debug.Log("Command line build android version\n------------------\n------------------"); | |
string[] scenes = GetBuildScenes(); | |
string path = GetBuildPathAndroid(); | |
if(scenes == null || scenes.Length==0 || path == null) | |
return; | |
Debug.Log(string.Format("Path: \"{0}\"", path)); | |
for(int i=0; i<scenes.Length; ++i) | |
{ | |
Debug.Log(string.Format("Scene[{0}]: \"{1}\"", i, scenes[i])); | |
} | |
Debug.Log("Starting Android Build!"); | |
BuildPipeline.BuildPlayer(scenes, path, BuildTarget.Android, BuildOptions.None); | |
} | |
} |
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unity.bin = /Applications/Unity/Unity.app/Contents/MacOS/Unity | |
xcode.bin = /usr/bin/xcodebuild | |
xcrun.bin = /usr/bin/xcrun | |
security.bin = /usr/bin/security | |
provisioning.guid = SOME-GUID-GOES-HERE | |
codesign.identity = iPhone Distribution: Joe Developer | |
build.dir = ../UnityClient/build | |
dev.dir = ../UnityClient/ | |
keychain.password = Woohoo | |
APP_NAME=honorbound | |
ios.build.deploy.folder = /Users/Shared/Jenkins/builds/ios | |
android.build.deploy.folder = /Users/Shared/Jenkins/builds/android | |
BUILD_URL = http://OUR-CUSTOM-BUILD-SERVER/ |
hi,ask a question ,whicn key is codesign.identity after security cms -D -i xxxxx_Development.mobileprovision?
thanks, I used in my project
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@jmying
Terminal:
security cms -D -i xxxxx_Development.mobileprovision