【狂云歌之unity_vr】unity项目持续集成dailybuild以及多平台打包管理
前言
持续集成的意义就不多说了。unity通常打包一般就直接build&run,但是在实际项目中,往往直接在服务器build包,所以命令行打包必不可少,这里一方面分享unity打包做持续集成,一方面分享使用unity管理多平台打包,例如一个vrapp需要支持gear版本,支持小米版本,支持cardboard版本等等~懂的人就知道这里具有一定的管理维护成本。
我们做vr相关的app,需要支持gear、cardboard、小米、vivo、大朋、暴风、Idealens、pico、nibiru、酷开等一大堆平台,曾经还有lg和htcvive、oculus平台,未来还会有更多的平台,所以关于unity项目的多平台管理是很重要的,在这方面我们也在探索,积累了一点经验。这里介绍的主要是基于unity中c#写的打包和多平台管理,如果将其中一部分功能使用python和其他配置文件来实现也是可以的,只是用c#直接做会方便许多。
jenkins
https://jenkins.io/index.html
jenkins不用多说,懂的人都了解是干什么的,来源于hudson,可以比较容易的搭起一个持续集成服务器,支持svn和git等版本管理。支持bash,所以可以用bash、python等大部分脚本来写打包脚本和前后的处理。
unity命令行打包
unity如何进行命令行打包呢,其实unity是支持以命令行方式启动的,但是需要关闭editor支持执行命令,如下:
${unity可执行文件路径} -projectPath ${项目路径}
-executeMethod CloudBuild.PerformBuildAndroidCloudAlphaRelease
-batchmode -quit -logFile ${放log的路径}
-ForceExitEditor
整体比较容易理解,其中CloudBuild.PerformBuildAndroidCloudAlphaRelease
是一个类的静态方法,然后在这个方法中写打包相关逻辑即可。
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTarget.Android);
string[] scenes = { "Assets/Scenes/Init.unity", "Assets/Scenes/Main.unity" };
BuildPipeline.BuildPlayer(scenes, buildpath, BuildTarget.Android, BuildOptions.None);
核心逻辑就这么多,就会开始打一个android包并且生成到buildpath下面
多平台打包管理
准备工作
对unity插件不熟悉的可以看下 开发unity插件——一次搞定unity编辑器常用功能
我这里准备了一个全局的配置文件,当然这个可以使用外部配置文件来管理配置,是一个道理的。这里定义了两个平台版本一个是alpha一个是beta,使用宏来区分不同平台的版本号。
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
}
文件目录组织大概如下,其中CloudBuild是编辑器工具,包含菜单项和打包功能,两个平台分别依赖不同的so文件和manifest文件。
制作了一个menu,主要包含的功能是可以在alpha和beta平台之间切换,可以打alpha平台的apk包,当然想打beta平台的包只需要简单修改。
manifest管理
写个简单的脚本进行manifest替换就好,对于alpha平台和beta平台各有自己的manifest文件,在切换平台的时候将对应的manifest复制替换。
///
/// 使用相应的androidmanifest
///
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();//因为修改了manifest文件,所以刷新unity的assets
}
依赖包管理
为什么要做依赖包管理呢?因为在使用不同平台sdk的时候,可能会引入很多sdk,每个sdk里包含自己的so、jar、aar包等,如果什么都不管理,直接打包的话,那么这些依赖的文件都会打进所有的apk包,简单来说就会增加包的体积,更严重的情况下,这些不同平台sdk里的依赖库可能还会有冲突,如果打进同一个apk包,后果不堪设想~
做依赖包管理主要依赖unity自己的assetimport管理如下图,那么只要在需要的时候勾选不需要的时候取消勾选就好了,我们要做的就是用代码来自动实现这个功能。
先准备好各个平台的依赖包路径
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",
};
然后在切换不同平台的时候对这些依赖包的import做处理,这块Asset属于plugin,所以使用pluginimporter来管理勾选的问题。
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);
}
}
非常简单一看就可以懂,然后试一下就明白了。
平台切换
平台切换功能主要是在editor里调试各个平台功能的时候使用的菜单项,功能也很简单,就做了下面几件事情
切平台和宏定义
切playersetting参数
切buildscene配置
切manifest和依赖包
保存及打开对应平台的场景(如果场景不是复用的)
代码示例如下,因为我们做vr相关的app,所以在gear平台时vrsupport为true,其他平台时为false,如果不同平台的scene不一样,那么在最后问用户是否保存当前场景,然后打开对应平台的场景。
///
/// 切换alpha平台
///
[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)
};//场景
UseAndroidManifest("Alpha");
ChangePluginToAlpha();
EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
EditorSceneManager.OpenScene("Assets/Scenes/Main.unity");
}
打包
那么最后打包脚本如下,粗看信息量可能比较大,实际只做了几件事情
准备好要打包的scene
将当前editor的状态保存一下,以便打完包恢复,这是为了开发使用方便而已,否则在开发机上打个包就发现editor的很多属性变了有时很尴尬
处理android的签名问题
打包
最后如果是windows,一般是开发机,直接打开build好的apk所在文件夹,方便使用
///
///
[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文件如下:
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
using System;
using System.Globalization;
using UnityEditor.SceneManagement;
///
///
partial class CloudBuild
{
const string PRODUCT_NAME = "狂云歌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;
}
///
///
[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
}
///
/// 切换alpha平台
///
[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)
};//场景
UseAndroidManifest("Alpha");
ChangePluginToAlpha();
EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
EditorSceneManager.OpenScene("Assets/Scenes/Main.unity");
}
///
/// 切换beta平台
///
[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)
};//场景
UseAndroidManifest("Beta");
ChangePluginToBeta();
EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
EditorSceneManager.OpenScene("Assets/Scenes/Main.unity");
}
///
/// 使用相应的androidmanifest
///
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);
}
}
}
后续
这里没写build ios ipa包的过程,ios的build过程会稍微长一些,要先build好xcode project然后再通过xcode的命令行去打包,所以前半部分与android是可以复用的,只要稍加修改就可以支持ios的build。另外我们现在做vr相关的app,大部分都是android版本,所以apk的管理比较实用。
VR开发或者unity相关交流可以邮件madcloudsong@qq .com
转载请注明原文链接
http://blog.csdn.net/madcloud...