【狂云歌之unity_vr】unity项目持续集成dailybuild以及多平台打包管理

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【狂云歌之unity_vr】unity项目持续集成dailybuild以及多平台打包管理

unityvr

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

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。

dir

 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。

menu

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。

/// <summary>///  使用相应的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();//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。

assetsimport

 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。

/// <summary>/// 切换alpha平台/// </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)    };//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

/// <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文件如下:

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;    }    /// <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>    /// 切换alpha平台    /// </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)        };//场景        UseAndroidManifest("Alpha");        ChangePluginToAlpha();        EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();        EditorSceneManager.OpenScene("Assets/Scenes/Main.unity");    }    /// <summary>    /// 切换beta平台    /// </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)        };//场景        UseAndroidManifest("Beta");        ChangePluginToBeta();        EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();        EditorSceneManager.OpenScene("Assets/Scenes/Main.unity");    }    /// <summary>    ///  使用相应的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);        }    }}

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/madcloudsong/article/details/54603548

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