unity-builder/dist/platforms/mac/steps/build.sh

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Initial Support for MacOS IL2CPP Builds (#326) * Add intial framework for macos builds. Test install editor * Fix unity hub path space * Single quote space in path * Escape space character * More backslashes * Move to bash scripts for setup * Add path to command args * Different command to run shell script * Use full path to scripts * Unpack changeset value and fix missing escape characters * Print changeset * More debug * Remove debug * Fix script paths * Printenv debug * Write environment variables to file to read in bash script * Debug file write * More debug * Fix missing await * Move back to process.env * Fix path typo * Add missing flags * Make directory for license activation * Add missing sudo * Give permissions to license folder * Fix path issues * Add build tests * Try ts setup again * Try quoting path * Further migrate mac scripts to align with linux scripts * print pwd * Fix changeset and remove unneeded env vars * Ignore return code * fix missing current directory * Fix project path * pwd * Remove project path * Revert to cwd being the workspace folder and pass action folder as an env variable. * Add blank project to use for activation * Add blank project path * Fix build tests * Don't rebuild library on windows * Fix project path windows * Fix platform specific workspace env variable * Fix incorrect variable name * Update .github/workflows/mac-build-tests.yml Co-authored-by: Webber Takken <webber.nl@gmail.com> * Update .github/workflows/mac-build-tests.yml Co-authored-by: Webber Takken <webber.nl@gmail.com> * Update dist/BlankProject/Packages/packages-lock.json Co-authored-by: Webber Takken <webber.nl@gmail.com> * Update src/model/platform-setup/setup-mac.ts Co-authored-by: Webber Takken <webber.nl@gmail.com> * Update src/model/platform-setup/setup-mac.ts Co-authored-by: Webber Takken <webber.nl@gmail.com> * Fix formatting Co-authored-by: Webber Takken <webber.nl@gmail.com>
2022-02-02 09:15:37 +00:00
#!/usr/bin/env bash
#
# Set project path
#
UNITY_PROJECT_PATH="$GITHUB_WORKSPACE/$PROJECT_PATH"
echo "Using project path \"$UNITY_PROJECT_PATH\"."
#
# Display the name for the build, doubles as the output name
#
echo "Using build name \"$BUILD_NAME\"."
#
# Display the build's target platform;
#
echo "Using build target \"$BUILD_TARGET\"."
#
# Display build path and file
#
echo "Using build path \"$BUILD_PATH\" to save file \"$BUILD_FILE\"."
BUILD_PATH_FULL="$GITHUB_WORKSPACE/$BUILD_PATH"
CUSTOM_BUILD_PATH="$BUILD_PATH_FULL/$BUILD_FILE"
#
# Set the build method, must reference one of:
#
# - <NamespaceName.ClassName.MethodName>
# - <ClassName.MethodName>
#
# For example: `BuildCommand.PerformBuild`
#
# The method must be declared static and placed in project/Assets/Editor
#
if [ -z "$BUILD_METHOD" ]; then
# User has not provided their own build command.
#
# Use the script from this action which builds the scenes that are enabled in
# the project.
#
echo "Using built-in build method."
# Create Editor directory if it does not exist
mkdir -p "$UNITY_PROJECT_PATH/Assets/Editor/"
# Copy the build script of Unity Builder action
cp -R "$ACTION_FOLDER/default-build-script/Assets/Editor/" "$UNITY_PROJECT_PATH/Assets/Editor/"
# Set the Build method to that of UnityBuilder Action
BUILD_METHOD="UnityBuilderAction.Builder.BuildProject"
# Verify recursive paths
ls -Ralph "$UNITY_PROJECT_PATH/Assets/Editor/"
#
else
# User has provided their own build method.
# Assume they also bring their own script.
#
echo "Using build method \"$BUILD_METHOD\"."
#
fi
#
# Prepare Android keystore and SDK, if needed
#
if [[ "$BUILD_TARGET" == "Android" && -n "$ANDROID_KEYSTORE_NAME" && -n "$ANDROID_KEYSTORE_BASE64" ]]; then
echo "Creating Android keystore."
echo "$ANDROID_KEYSTORE_BASE64" | base64 --decode > "$UNITY_PROJECT_PATH/$ANDROID_KEYSTORE_NAME"
echo "Created Android keystore."
else
echo "Not creating Android keystore."
fi
if [[ "$BUILD_TARGET" == "Android" && -n "$ANDROID_SDK_MANAGER_PARAMETERS" ]]; then
echo "Updating Android SDK with parameters: $ANDROID_SDK_MANAGER_PARAMETERS"
export JAVA_HOME="$(awk -F'=' '/JAVA_HOME=/{print $2}' /usr/bin/unity-editor.d/*)"
"$(awk -F'=' '/ANDROID_HOME=/{print $2}' /usr/bin/unity-editor.d/*)/tools/bin/sdkmanager" "$ANDROID_SDK_MANAGER_PARAMETERS"
echo "Updated Android SDK."
else
echo "Not updating Android SDK."
fi
#
# Pre-build debug information
#
echo ""
echo "###########################"
echo "# Custom parameters #"
echo "###########################"
echo ""
echo "$CUSTOM_PARAMETERS"
echo ""
echo "###########################"
echo "# Current build dir #"
echo "###########################"
echo ""
echo "Creating \"$BUILD_PATH_FULL\" if it does not exist."
mkdir -p "$BUILD_PATH_FULL"
ls -alh "$BUILD_PATH_FULL"
echo ""
echo "###########################"
echo "# Project directory #"
echo "###########################"
echo ""
ls -alh "$UNITY_PROJECT_PATH"
#
# Build
#
echo ""
echo "###########################"
echo "# Building project #"
echo "###########################"
echo ""
# Reference: https://docs.unity3d.com/2019.3/Documentation/Manual/CommandLineArguments.html
/Applications/Unity/Hub/Editor/$UNITY_VERSION/Unity.app/Contents/MacOS/Unity \
-logfile /dev/stdout \
-quit \
-batchmode \
-nographics \
-username "$UNITY_EMAIL" \
-password "$UNITY_PASSWORD" \
Initial Support for MacOS IL2CPP Builds (#326) * Add intial framework for macos builds. Test install editor * Fix unity hub path space * Single quote space in path * Escape space character * More backslashes * Move to bash scripts for setup * Add path to command args * Different command to run shell script * Use full path to scripts * Unpack changeset value and fix missing escape characters * Print changeset * More debug * Remove debug * Fix script paths * Printenv debug * Write environment variables to file to read in bash script * Debug file write * More debug * Fix missing await * Move back to process.env * Fix path typo * Add missing flags * Make directory for license activation * Add missing sudo * Give permissions to license folder * Fix path issues * Add build tests * Try ts setup again * Try quoting path * Further migrate mac scripts to align with linux scripts * print pwd * Fix changeset and remove unneeded env vars * Ignore return code * fix missing current directory * Fix project path * pwd * Remove project path * Revert to cwd being the workspace folder and pass action folder as an env variable. * Add blank project to use for activation * Add blank project path * Fix build tests * Don't rebuild library on windows * Fix project path windows * Fix platform specific workspace env variable * Fix incorrect variable name * Update .github/workflows/mac-build-tests.yml Co-authored-by: Webber Takken <webber.nl@gmail.com> * Update .github/workflows/mac-build-tests.yml Co-authored-by: Webber Takken <webber.nl@gmail.com> * Update dist/BlankProject/Packages/packages-lock.json Co-authored-by: Webber Takken <webber.nl@gmail.com> * Update src/model/platform-setup/setup-mac.ts Co-authored-by: Webber Takken <webber.nl@gmail.com> * Update src/model/platform-setup/setup-mac.ts Co-authored-by: Webber Takken <webber.nl@gmail.com> * Fix formatting Co-authored-by: Webber Takken <webber.nl@gmail.com>
2022-02-02 09:15:37 +00:00
-customBuildName "$BUILD_NAME" \
-projectPath "$UNITY_PROJECT_PATH" \
-buildTarget "$BUILD_TARGET" \
-customBuildTarget "$BUILD_TARGET" \
-customBuildPath "$CUSTOM_BUILD_PATH" \
-executeMethod "$BUILD_METHOD" \
-buildVersion "$VERSION" \
-androidVersionCode "$ANDROID_VERSION_CODE" \
-androidKeystoreName "$ANDROID_KEYSTORE_NAME" \
-androidKeystorePass "$ANDROID_KEYSTORE_PASS" \
-androidKeyaliasName "$ANDROID_KEYALIAS_NAME" \
-androidKeyaliasPass "$ANDROID_KEYALIAS_PASS" \
-androidTargetSdkVersion "$ANDROID_TARGET_SDK_VERSION" \
$CUSTOM_PARAMETERS
# Catch exit code
BUILD_EXIT_CODE=$?
# Display results
if [ $BUILD_EXIT_CODE -eq 0 ]; then
echo "Build succeeded";
else
echo "Build failed, with exit code $BUILD_EXIT_CODE";
fi
#
# Permissions
#
# Make a given user owner of all artifacts
if [[ -n "$CHOWN_FILES_TO" ]]; then
chown -R "$CHOWN_FILES_TO" "$BUILD_PATH_FULL"
chown -R "$CHOWN_FILES_TO" "$UNITY_PROJECT_PATH"
fi
# Add read permissions for everyone to all artifacts
chmod -R a+r "$BUILD_PATH_FULL"
chmod -R a+r "$UNITY_PROJECT_PATH"
# Add execute permissions to specific files
if [[ "$BUILD_TARGET" == "StandaloneOSX" ]]; then
OSX_EXECUTABLE_PATH="$BUILD_PATH_FULL/$BUILD_NAME.app/Contents/MacOS"
find "$OSX_EXECUTABLE_PATH" -type f -exec chmod +x {} \;
fi
#
# Results
#
echo ""
echo "###########################"
echo "# Build output #"
echo "###########################"
echo ""
ls -alh "$BUILD_PATH_FULL"