SaintsBuild is a Unity build (packing) tool for Unity, mainly focused on android and ios.
-
Using OpenUPM
openupm install today.comes.saintsbuild
-
Using git upm:
add to
Packages/manifest.jsonin your project{ "dependencies": { "today.comes.saintsbuild": "https://github.com/TylerTemp/SaintsBuild.git", // your other dependencies... } }
-
Using a
unitypackage:Go to the Release Page to download a desired version of
unitypackageand import it to your project -
Using a git submodule:
git submodule add https://github.com/TylerTemp/SaintsBuild.git Assets/SaintsBuild
2.1.0
Add SaintsBuild.Editor.Windows.WindowsDetails, you can now change
- ProductName
- ProductVersion
- FileDescription
- LegalCopyright
- FileVersion for your windows build. No longer says the windows exe version is Unity Editor's version.
See the full change log.
#if UNITY_ANDROID
using SaintsBuild.Editor;
using UnityEditor.Callbacks;
namespace SaintsBuild.Samples.Editor
{
public static class BuildAndroid
{
[PostProcessBuild(1)]
public static void OnPostGenerateGradleAndroidProject(BuildTarget target, string pathToBuiltProject)
{
if (target != BuildTarget.Android)
{
return;
}
using AndroidManifest androidAppManifest = new AndroidManifest(path);
// required for android 12 if you have activity alias etc:
androidManifest.SetActivityWithLauncherIntentAttribute("exported", "true");
androidManifest.SetApplicationTheme("dark");
androidManifest.SetStartingActivityName("CustomActivity");
androidManifest.SetHardwareAcceleration();
androidManifest.SetBillingPermission();
androidManifest.SetVibratePermission();
// other you need
androidManifest.SetPermissionAttribute("WRITE_EXTERNAL_STORAGE", 18);
// change values under `launcher/src/main/res`
AndroidRes androidRes = new AndroidRes(pathToBuiltProject);
// add new
using (AndroidValue valueXml = androidRes.CreateOrGetValue("values-b+zh+Hans/string.xml"))
{
valueXml.SetString("app_name", "简体项目");
}
using (AndroidValue valueXml = androidRes.CreateOrGetValue("values-b+zh+Hant/string.xml"))
{
valueXml.SetString("app_name", "繁體項目");
}
}
}
}
#endif#if UNITY_IOS
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.iOS.Xcode;
using SaintsBuild.Editor.IOS;
using SaintsBuild.Editor.Utils.Apple;
namespace SaintsBuild.Samples.Editor
{
public static class BuildIos
{
[PostProcessBuild(1)]
public static void OnPostProcessBuildAttr(BuildTarget target, string path)
{
#region IOSPBXProject
using (IOSPBXProject iosPBXProject = new IOSPBXProject(target, path)) {
// AddFramework
iosPBXProject.AddFrameworkCoreHaptics();
iosPBXProject.AddFrameworkAdServices();
iosPBXProject.AddFrameworkAppTrackingTransparency();
iosPBXProject.AddFrameworkAdSupport();
iosPBXProject.AddFrameworkCoreTelephony();
iosPBXProject.AddFrameworkSecurity();
iosPBXProject.AddFrameworkSystemConfiguration();
iosPBXProject.AddFrameworkLibCPP();
iosPBXProject.AddFrameworkLibZ();
iosPBXProject.AddFramework("YourFrameWorkName");
// AddBuildProperty
iosPBXProject.AddBuildPropertyOtherLdFlags("-ObjC");
iosPBXProject.AddBuildProperty("yourBuildName", "params");
// AddInAppPurchase
iosPBXProject.ManagerAddInAppPurchase();
// use iosBuild.manager to add more you need
// BITCODE
// all target
iosPBXProject.SetAllBuildPropertyBitcode("NO");
// or if you want to set for each target
iosPBXProject.SetBuildPropertyBitcode(iosPBXProject.Project.GetUnityMainTargetGuid(), "NO");
iosPBXProject.SetBuildPropertyBitcode(iosPBXProject.Project.TargetGuidByName(PBXProject.GetUnityTestTargetName()), "NO");
iosPBXProject.SetBuildPropertyBitcode(iosPBXProject.Project.GetUnityFrameworkTargetGuid(), "NO");
}
#endregion
#region Plist
using (IOSPlist iosPlist = new IOSPlist(target, path)) {
// urlScheme
iosPlist.AddUrlSchemes(new[]
{
new UrlScheme("yourUrlName", "Viewer", new[] {"yourSchemes"}),
new UrlScheme("Another", "Viewer", new[] {"anotherSchemes"}),
});
// ITSAppUsesNonExemptEncryption
iosPlist.SetITSAppUsesNonExemptEncryption(false);
// if you manually installed the Facebook SDK (not Unity Package)
iosPlist.SetString("FacebookAppID", "123412341234");
iosPlist.SetString("FacebookDisplayName", "fbAppName");
iosPlist.SetString("FacebookClientToken", "token_1234");
iosPlist.SetBoolean("FacebookAutoLogAppEventsEnabled", true);
iosPlist.SetBoolean("FacebookAdvertiserIDCollectionEnabled", true);
}
#endregion
#region IOSAppIcon
using (IOSAppIcon iosAppIcon = new IOSAppIcon(target, path)) {
// set market icon as Unity will not process it
iosAppIcon.SetMarketIcon1024("Assets/Game/icon-1024x1024.png");
}
#endregion
}
}
}
#endifusing SaintsBuild.Editor.Windows;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
public class BuildWindows : IPostprocessBuildWithReport
{
public int callbackOrder => 1000;
public void OnPostprocessBuild(BuildReport report)
{
WindowsDetails windowsDetails = new WindowsDetails(report);
// Optional: override rcedit.exe
// This only works if you're trying to build the exe package (not export as Visual Studio project)
// SaintsBuild comes with rcedit-64.exe v2.0.0 from https://github.com/electron/rcedit
// In case you need to provide your own rcedit, you can override the executable path here
// windowsDetails.SetRcedit("path/to/rcedit.exe");
windowsDetails
.SetProductName() // default to Application.productName, you can pass a custom name here
.SetProductVersion() // default to Application.version, you can pass a custom version here
.SetFileVersion() // default to Application.version, you can pass a custom version here
.SetLegalCopyright() // default to `Copyright (c) {DateTime.Today.Year} {Application.companyName}. All rights reserved.`, you can pass a custom legal copyright here
.SetFileDescription($"{Application.productName} is a nice game created by {Application.companyName}. Enjoy!") // pass your file description
.Apply(); // save
}
}Get a callback when building a scene or play a scene. Useful when you have some debug tools and want to clean it before playing or building.
Warning
For building, the callback is called on build process (so the change happens already before Awake).
However, in editor runtime (not built runtime), this happens AFTER Awake
Set Up
Add macro SAINTSBUILD_POST_PROCESS. You can do it by Tools/SaintsBuild/Enable Scene Post Process
Or, put this in any of your editor script:
using UnityEditor.Callbacks;
[PostProcessScene]
public static void OnPostProcess()
{
Debug.Log("call SaintsBuild OnPostProcess");
SaintsBuild.Editor.Callbacks.OnPostProcess();
}
public class PreprocessBuildWithReport: IPreprocessBuildWithReport
{
public int callbackOrder => 0;
public void OnPreprocessBuild(BuildReport report)
{
SaintsBuild.Editor.Callbacks.OnPreprocessBuildCallback();
}
}
public class PostprocessBuildWithReport: IPostprocessBuildWithReport
{
public int callbackOrder => 0;
public void OnPostprocessBuild(BuildReport report)
{
SaintsBuild.Editor.Callbacks.OnPostprocessBuildCallback();
}
}Usage
Clean Up:
public class CleanSlider: MonoBehaviour, IPostProcess
{
public Slider slider;
#if UNITY_EDITOR // don't forget this
public bool EditorOnPostProcess(PostProcessInfo postProcessInfo)
{
slider.value = 0;
return false; // no need to backup
}
#endif
}Advanced Usage:
public class TextContainer : MonoBehaviour, IPostProcess
{
public GameObject prefab;
public Transform container;
private void Awake()
{
#if UNITY_EDITOR
// in build, the clean process will happen before build
// but in play mode, we need to call it manually
CleanUpExample();
#endif
// other works
foreach (int index in Enumerable.Range(0, 5))
{
GameObject example = Instantiate(prefab, container);
example.GetComponent<Text>().text = $"Runtime Awake created {index}";
}
}
#if UNITY_EDITOR
public bool EditorOnPostProcess(PostProcessInfo postProcessInfo)
{
if (postProcessInfo.IsBuilding) // in building process, Unity will call this function and apply changes to build result
{
CleanUpExample();
}
else // in play mode, unity will call Awake first, then call this function. Changes will be revoked after exiting play mode
{
// deal conflict with Awake
}
return true; // need backup/restore as this will modify the asset itself.
}
private void CleanUpExample()
{
foreach (Transform eachExample in container.Cast<Transform>().ToArray())
{
Debug.Log(eachExample.gameObject.name);
DestroyImmediate(eachExample.gameObject, true); // allow destroy in prefab
}
}
#endif
}Using on a prefab which can also be in scene:
public class SubContent : MonoBehaviour, IPostProcess
{
#if UNITY_EDITOR
public bool EditorOnPostProcess(PostProcessInfo postProcessInfo)
{
DestroyImmediate(gameObject, true); // destory it even it's a prefab
return true; // restore it when finish playing/building
}
#endif
}