持續集成的意義就很少說了。unity一般打包通常就直接build&run,可是在實際項目中,每每直接在服務器build包,因此命令行打包必不可少,這裏一方面分享unity打包作持續集成,一方面分享使用unity管理多平臺打包,例如一個vrapp須要支持gear版本,支持小米版本,支持cardboard版本等等~懂的人就知道這裏具備必定的管理維護成本。html
咱們作vr相關的app,須要支持gear、cardboard、小米、vivo、大朋、暴風、Idealens、pico、nibiru、酷開等一大堆平臺,曾經還有lg和htcvive、oculus平臺,將來還會有更多的平臺,因此關於unity項目的多平臺管理是很重要的,在這方面咱們也在探索,積累了一點經驗。這裏介紹的主要是基於unity中c#寫的打包和多平臺管理,若是將其中一部分功能使用python和其餘配置文件來實現也是能夠的,只是用c#直接作會方便許多。python
https://jenkins.io/index.htmlandroid
jenkins不用多說,懂的人都瞭解是幹什麼的,來源於hudson,能夠比較容易的搭起一個持續集成服務器,支持svn和git等版本管理。支持bash,因此能夠用bash、python等大部分腳原本寫打包腳本和先後的處理。ios
unity如何進行命令行打包呢,其實unity是支持以命令行方式啓動的,可是須要關閉editor支持執行命令,以下:git
${unity可執行文件路徑} -projectPath ${項目路徑} -executeMethod CloudBuild.PerformBuildAndroidCloudAlphaRelease -batchmode -quit -logFile ${放log的路徑} -ForceExitEditor
總體比較容易理解,其中CloudBuild.PerformBuildAndroidCloudAlphaRelease
是一個類的靜態方法,而後在這個方法中寫打包相關邏輯便可。c#
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTarget.Android); string[] scenes = { "Assets/Scenes/Init.unity", "Assets/Scenes/Main.unity" }; BuildPipeline.BuildPlayer(scenes, buildpath, BuildTarget.Android, BuildOptions.None);
核心邏輯就這麼多,就會開始打一個android包而且生成到buildpath下面windows
對unity插件不熟悉的能夠看下 開發unity插件——一次搞定unity編輯器經常使用功能xcode
我這裏準備了一個全局的配置文件,固然這個可使用外部配置文件來管理配置,是一個道理的。這裏定義了兩個平臺版本一個是alpha一個是beta,使用宏來區分不一樣平臺的版本號。bash
using UnityEngine; using System.Collections; public class GlobalConfig { #if CLOUD_ALPHA public const int ClientVersionCode = 1; public const string ClientVersion = "1.0"; #elif CLOUD_BETA public const int ClientVersionCode = 2; public const string ClientVersion = "1.1"; #endif }
文件目錄組織大概以下,其中CloudBuild是編輯器工具,包含菜單項和打包功能,兩個平臺分別依賴不一樣的so文件和manifest文件。服務器
製做了一個menu,主要包含的功能是能夠在alpha和beta平臺之間切換,能夠打alpha平臺的apk包,固然想打beta平臺的包只須要簡單修改。
寫個簡單的腳本進行manifest替換就好,對於alpha平臺和beta平臺各有本身的manifest文件,在切換平臺的時候將對應的manifest複製替換。
/// <summary> /// 使用相應的androidmanifest /// </summary> static void UseAndroidManifest(string filename) { string src_filename = string.Format("AndroidManifest-{0}.xml", filename); string dst_filename = "AndroidManifest.xml"; string path = Application.dataPath + "/Plugins/Android/"; File.Copy(path + src_filename, path + dst_filename, true); AssetDatabase.Refresh();//由於修改了manifest文件,因此刷新unity的assets }
爲何要作依賴包管理呢?由於在使用不一樣平臺sdk的時候,可能會引入不少sdk,每一個sdk裏包含本身的so、jar、aar包等,若是什麼都無論理,直接打包的話,那麼這些依賴的文件都會打進全部的apk包,簡單來講就會增長包的體積,更嚴重的狀況下,這些不一樣平臺sdk裏的依賴庫可能還會有衝突,若是打進同一個apk包,後果不堪設想~
作依賴包管理主要依賴unity本身的assetimport管理以下圖,那麼只要在須要的時候勾選不須要的時候取消勾選就行了,咱們要作的就是用代碼來自動實現這個功能。
先準備好各個平臺的依賴包路徑
static string[] Plugins_Alpha = new string[] { "Assets/Plugins/Android/libs/armeabi-v7a/alpha.so", }; static string[] Plugins_Beta = new string[] { "Assets/Plugins/Android/libs/armeabi-v7a/beta.so", };
而後在切換不一樣平臺的時候對這些依賴包的import作處理,這塊Asset屬於plugin,因此使用pluginimporter來管理勾選的問題。
static void ChangePluginToAlpha() { SetEnablePluginImport(Plugins_Alpha, true); SetEnablePluginImport(Plugins_Beta, false); } static void ChangePluginToBeta() { SetEnablePluginImport(Plugins_Alpha, false); SetEnablePluginImport(Plugins_Beta, true); } static void SetEnablePluginImport(string[] plugins, bool enable = true) { foreach(var path in plugins) { PluginImporter vrlib = AssetImporter.GetAtPath(path) as PluginImporter; vrlib.SetCompatibleWithPlatform(BuildTarget.Android, enable); } }
很是簡單一看就能夠懂,而後試一下就明白了。
平臺切換功能主要是在editor裏調試各個平臺功能的時候使用的菜單項,功能也很簡單,就作了下面幾件事情
切平臺和宏定義
切playersetting參數
切buildscene配置
切manifest和依賴包
保存及打開對應平臺的場景(若是場景不是複用的)
代碼示例以下,由於咱們作vr相關的app,因此在gear平臺時vrsupport爲true,其餘平臺時爲false,若是不一樣平臺的scene不同,那麼在最後問用戶是否保存當前場景,而後打開對應平臺的場景。
/// <summary> /// 切換alpha平臺 /// </summary> [UnityEditor.MenuItem("CloudBuild/SwitchToAlpha", priority = 50)] static void SwitchToAlpha() { PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android, DEFINES_ALPHA); PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.iOS, DEFINES_ALPHA); PlayerSettings.virtualRealitySupported = true; EditorBuildSettings.scenes = new EditorBuildSettingsScene[] { new EditorBuildSettingsScene("Assets/Scenes/Init.unity", true), new EditorBuildSettingsScene("Assets/Scenes/Main.unity", true) };//場景 UseAndroidManifest("Alpha"); ChangePluginToAlpha(); EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo(); EditorSceneManager.OpenScene("Assets/Scenes/Main.unity"); }
那麼最後打包腳本以下,粗看信息量可能比較大,實際只作了幾件事情
準備好要打包的scene
將當前editor的狀態保存一下,以便打完包恢復,這是爲了開發使用方便而已,不然在開發機上打個包就發現editor的不少屬性變了有時很尷尬
處理android的簽名問題
打包
最後若是是windows,通常是開發機,直接打開build好的apk所在文件夾,方便使用
/// <summary> /// </summary> [UnityEditor.MenuItem("CloudBuild/CloudAlpha-Release")] static void PerformBuildAndroidCloudAlphaRelease() { EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTarget.Android); string[] scenes = { "Assets/Scenes/Init.unity", "Assets/Scenes/Main.unity" }; string path = GetBuildPathAndroid(); if (scenes == null || scenes.Length == 0 || path == null) { Debug.LogError("error scene is null"); return; } string tempid = PlayerSettings.bundleIdentifier; string name = PlayerSettings.productName; bool virtualRealitySupported = PlayerSettings.virtualRealitySupported; PlayerSettings.virtualRealitySupported = true; PlayerSettings.bundleIdentifier = "net.itsong.vralpha"; PlayerSettings.productName = PRODUCT_NAME; PlayerSettings.Android.keystoreName = ""; PlayerSettings.Android.keyaliasName = ""; PlayerSettings.Android.keyaliasPass = ""; PlayerSettings.Android.keystorePass = ""; PlayerSettings.Android.bundleVersionCode = GlobalConfig.ClientVersionCode; PlayerSettings.bundleVersion = GlobalConfig.ClientVersion; string defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android); UseAndroidManifest("Alpha"); ChangePluginToAlpha(); PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android, DEFINES_ALPHA + DEFINES_RELEASE); string buildpath = path + string.Format("cloudvr_alpha_release_{0}.apk", DateTime.Now.ToString("MMddHHmm", DateTimeFormatInfo.InvariantInfo)); BuildPipeline.BuildPlayer(scenes, buildpath, BuildTarget.Android, BuildOptions.None); PlayerSettings.virtualRealitySupported = virtualRealitySupported; PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android, defines); PlayerSettings.bundleIdentifier = tempid; PlayerSettings.productName = name; PlayerSettings.Android.keystoreName = ""; PlayerSettings.Android.keyaliasName = ""; PlayerSettings.Android.keyaliasPass = ""; PlayerSettings.Android.keystorePass = ""; string dir = path.Replace('/', '\\'); #if UNITY_EDITOR_WIN System.Diagnostics.Process.Start("explorer.exe", "\"" + dir + "\""); #endif }
完整的CloudBuild文件以下:
using UnityEngine; using UnityEditor; using System.Collections.Generic; using System.IO; using System; using System.Globalization; using UnityEditor.SceneManagement; /// <summary> /// </summary> partial class CloudBuild { const string PRODUCT_NAME = "狂雲歌VR"; const string DEFINES_ALPHA = "CROSS_PLATFORM_INPUT;MOBILE_INPUT;CLOUD_ALPHA;"; const string DEFINES_BETA = "CROSS_PLATFORM_INPUT;MOBILE_INPUT;CLOUD_BETA;"; const string DEFINES_RELEASE = "CLOUD_RELEASE"; static string[] Plugins_Alpha = new string[] { "Assets/Plugins/Android/libs/armeabi-v7a/alpha.so", }; static string[] Plugins_Beta = new string[] { "Assets/Plugins/Android/libs/armeabi-v7a/beta.so", }; // Build the Android APK and place into main project folder static string GetBuildPathAndroid() { string dirPath = Application.dataPath + "/../build/android/"; if (!System.IO.Directory.Exists(dirPath)) { System.IO.Directory.CreateDirectory(dirPath); } return dirPath; } /// <summary> /// </summary> [UnityEditor.MenuItem("CloudBuild/CloudAlpha-Release")] static void PerformBuildAndroidCloudAlphaRelease() { EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTarget.Android); string[] scenes = { "Assets/Scenes/Init.unity", "Assets/Scenes/Main.unity" }; string path = GetBuildPathAndroid(); if (scenes == null || scenes.Length == 0 || path == null) { Debug.LogError("error scene is null"); return; } string tempid = PlayerSettings.bundleIdentifier; string name = PlayerSettings.productName; bool virtualRealitySupported = PlayerSettings.virtualRealitySupported; PlayerSettings.virtualRealitySupported = true; PlayerSettings.bundleIdentifier = "net.itsong.vralpha"; PlayerSettings.productName = PRODUCT_NAME; PlayerSettings.Android.keystoreName = ""; PlayerSettings.Android.keyaliasName = ""; PlayerSettings.Android.keyaliasPass = ""; PlayerSettings.Android.keystorePass = ""; PlayerSettings.Android.bundleVersionCode = GlobalConfig.ClientVersionCode; PlayerSettings.bundleVersion = GlobalConfig.ClientVersion; string defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android); UseAndroidManifest("Alpha"); ChangePluginToAlpha(); PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android, DEFINES_ALPHA + DEFINES_RELEASE); string buildpath = path + string.Format("cloudvr_alpha_release_{0}.apk", DateTime.Now.ToString("MMddHHmm", DateTimeFormatInfo.InvariantInfo)); BuildPipeline.BuildPlayer(scenes, buildpath, BuildTarget.Android, BuildOptions.None); PlayerSettings.virtualRealitySupported = virtualRealitySupported; PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android, defines); PlayerSettings.bundleIdentifier = tempid; PlayerSettings.productName = name; PlayerSettings.Android.keystoreName = ""; PlayerSettings.Android.keyaliasName = ""; PlayerSettings.Android.keyaliasPass = ""; PlayerSettings.Android.keystorePass = ""; string dir = path.Replace('/', '\\'); #if UNITY_EDITOR_WIN System.Diagnostics.Process.Start("explorer.exe", "\"" + dir + "\""); #endif } /// <summary> /// 切換alpha平臺 /// </summary> [UnityEditor.MenuItem("CloudBuild/SwitchToAlpha", priority = 50)] static void SwitchToAlpha() { PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android, DEFINES_ALPHA); PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.iOS, DEFINES_ALPHA); PlayerSettings.virtualRealitySupported = true; EditorBuildSettings.scenes = new EditorBuildSettingsScene[] { new EditorBuildSettingsScene("Assets/Scenes/Init.unity", true), new EditorBuildSettingsScene("Assets/Scenes/Main.unity", true) };//場景 UseAndroidManifest("Alpha"); ChangePluginToAlpha(); EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo(); EditorSceneManager.OpenScene("Assets/Scenes/Main.unity"); } /// <summary> /// 切換beta平臺 /// </summary> [UnityEditor.MenuItem("CloudBuild/SwitchToBeta", priority = 50)] static void SwitchToBeta() { PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android, DEFINES_BETA); PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.iOS, DEFINES_BETA); PlayerSettings.virtualRealitySupported = true; EditorBuildSettings.scenes = new EditorBuildSettingsScene[] { new EditorBuildSettingsScene("Assets/Scenes/Init.unity", true), new EditorBuildSettingsScene("Assets/Scenes/Main.unity", true) };//場景 UseAndroidManifest("Beta"); ChangePluginToBeta(); EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo(); EditorSceneManager.OpenScene("Assets/Scenes/Main.unity"); } /// <summary> /// 使用相應的androidmanifest /// </summary> static void UseAndroidManifest(string filename) { string src_filename = string.Format("AndroidManifest-{0}.xml", filename); string dst_filename = "AndroidManifest.xml"; string path = Application.dataPath + "/Plugins/Android/"; File.Copy(path + src_filename, path + dst_filename, true); PlayerSettings.Android.bundleVersionCode = GlobalConfig.ClientVersionCode; PlayerSettings.bundleVersion = GlobalConfig.ClientVersion; AssetDatabase.Refresh(); } static void ChangePluginToAlpha() { SetEnablePluginImport(Plugins_Alpha, true); SetEnablePluginImport(Plugins_Beta, false); } static void ChangePluginToBeta() { SetEnablePluginImport(Plugins_Alpha, false); SetEnablePluginImport(Plugins_Beta, true); } static void SetEnablePluginImport(string[] plugins, bool enable = true) { foreach(var path in plugins) { PluginImporter vrlib = AssetImporter.GetAtPath(path) as PluginImporter; vrlib.SetCompatibleWithPlatform(BuildTarget.Android, enable); } } }
這裏沒寫build ios ipa包的過程,ios的build過程會稍微長一些,要先build好xcode project而後再經過xcode的命令行去打包,因此前半部分與android是能夠複用的,只要稍加修改就能夠支持ios的build。另外咱們如今作vr相關的app,大部分都是android版本,因此apk的管理比較實用。
VR開發或者unity相關交流能夠郵件madcloudsong@qq .com
轉載請註明原文連接
http://blog.csdn.net/madcloud...