├── .gitignore ├── Assets ├── Android Build Pipeline.meta ├── Android Build Pipeline │ ├── CHANGELOG.md │ ├── CHANGELOG.md.meta │ ├── Editor.meta │ ├── Editor │ │ ├── AndroidBuildPipelineMenu.cs │ │ ├── AndroidBuildPipelineMenu.cs.meta │ │ ├── AndroidBuildPipelineSettings.cs │ │ ├── AndroidBuildPipelineSettings.cs.meta │ │ ├── AndroidBuildPipelineSettingsDrawer.cs │ │ ├── AndroidBuildPipelineSettingsDrawer.cs.meta │ │ ├── AndroidBuildPipelineSettingsWindow.cs │ │ ├── AndroidBuildPipelineSettingsWindow.cs.meta │ │ ├── LuviKunG.BuildPipeline.Android.Editor.asmdef │ │ └── LuviKunG.BuildPipeline.Android.Editor.asmdef.meta │ ├── LICENSE.md │ ├── LICENSE.md.meta │ ├── README.md │ ├── README.md.meta │ ├── package.json │ └── package.json.meta ├── Scenes.meta └── Scenes │ ├── Main.unity │ └── Main.unity.meta ├── CHANGELOG.md ├── LICENSE.md ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── boot.config ├── README.md ├── images ├── giturl.png └── image01.png └── upm.bat /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | [Ll]ogs/ 7 | [Uu]ser[Ss]ettings/ 8 | 9 | # MemoryCaptures can get excessive in size. 10 | # They also could contain extremely sensitive data 11 | [Mm]emoryCaptures/ 12 | 13 | # Recordings can get excessive in size 14 | [Rr]ecordings/ 15 | 16 | # Autogenerated Jetbrains Rider plugin 17 | [Aa]ssets/Plugins/Editor/JetBrains* 18 | 19 | # Assets that are generated when building a player 20 | [Aa]ssetBundles* 21 | [Aa]ssets/StreamingAssets* 22 | 23 | # Asset store asset package files 24 | [Aa]ssets/AssetStoreTools* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | .vscode/ 29 | 30 | # Gradle cache directory 31 | .gradle/ 32 | 33 | # Autogenerated VS/MD/Consulo solution and project files 34 | ExportedObj/ 35 | .consulo/ 36 | *.csproj 37 | *.unityproj 38 | *.sln 39 | *.suo 40 | *.tmp 41 | *.user 42 | *.userprefs 43 | *.pidb 44 | *.booproj 45 | *.svd 46 | *.pdb 47 | *.mdb 48 | *.opendb 49 | *.VC.db 50 | 51 | # Unity3D generated meta files 52 | *.pidb.meta 53 | *.pdb.meta 54 | *.mdb.meta 55 | 56 | # Unity3D generated file on crash reports 57 | sysinfo.txt 58 | 59 | # Builds 60 | *.apk 61 | *.aab 62 | *.unitypackage 63 | *.app 64 | 65 | # Crashlytics generated file 66 | crashlytics-build.properties 67 | 68 | # Packed Addressables 69 | [Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 70 | 71 | # Temporary auto-generated Android Assets 72 | [Aa]ssets/[Ss]treamingAssets/aa.meta 73 | [Aa]ssets/[Ss]treamingAssets/aa/* 74 | 75 | # Package lock file 76 | [Pp]ackages/packages-lock.json 77 | -------------------------------------------------------------------------------- /Assets/Android Build Pipeline.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d3f7a57f958a3b44ead6397713920de5 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/CHANGELOG.md: -------------------------------------------------------------------------------- 1 | # Change Log 2 | 3 | ## 1.0.7 4 | - Refractor the code in **Android Build Pipeline Settings** 5 | - Remove all usage of **PlayerPrefs** that holding values of build pipeline. 6 | - Using as serialized **Scriptable Object Asset** in **Editor/Resources** instead. 7 | - Still able to call for instance and save the value as serialized asset. 8 | - Improve the **Android Build Pipeline Window** a little bit. 9 | - Change size of button as unexpanded buttons. 10 | - Increase size of execution buttons. 11 | - Add new button of **Retrive** in keystore name for retrive the keystore path from **PlayerSettings.Android.keystoreName**. 12 | 13 | ## 1.0.6 14 | - Add new popup field of **'Create Symbols'** that will create `symbols.zip` on build, using for upload to Google Play Console. 15 | - Remove usage of `BUILD_PIPELINE_ANDROID_ENABLE_BUNDLE_VERSION_CONFIG` and always enable app bundle version field. 16 | - Add label for display next app bundle version when enabling **'Increment Bundle Version'**. 17 | - **'Build App Bundle'** and **'Split Application Binary'** will use value from Unity Editor. 18 | 19 | ## 1.0.5 20 | - Require minimal version of Unity Editor 2021.3 LTS. Older of Unity Editor version are no longer support. 21 | - Change UI. 22 | - Add toggle of **'Build App Bundle'**. 23 | - Add toggle of **'Split Application Binary'**. 24 | - Add Scripting Define Symbols of `BUILD_PIPELINE_ANDROID_ENABLE_BUNDLE_VERSION_CONFIG` for enable bundle version field in settings. 25 | 26 | ## 1.0.4 27 | - Add new 'Build options'. 28 | 29 | ## 1.0.3 30 | - Fix 'set build location' isn't working properly. 31 | - Change the menu structure. 32 | - Move 'set build location' and 'open build location' into settings window. 33 | - Move 'open settings' to 'Settings/Android'. 34 | 35 | ## 1.0.2 36 | - Add the option of **'Use Keystore'** 37 | 38 | ## 1.0.1 39 | - Add the option of **'Increment Bundle Version'** 40 | 41 | ## 1.0.0 42 | - Create the plugins. -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/CHANGELOG.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: af745ce7317602943ba5b52e7a8fbff4 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d36527402ef094d4db8b2ff82553f15d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/Editor/AndroidBuildPipelineMenu.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.IO; 3 | using UnityEditor; 4 | using UnityEditor.Build.Reporting; 5 | using UnityEngine; 6 | 7 | namespace LuviKunG.BuildPipeline.Android 8 | { 9 | public static class AndroidBuildPipelineMenu 10 | { 11 | private static AndroidBuildPipelineSettings settings; 12 | 13 | [MenuItem("Build/Settings/Android", false, 0)] 14 | public static void OpenBuildSetting() 15 | { 16 | AndroidBuildPipelineSettingsWindow.OpenWindow(); 17 | } 18 | 19 | [MenuItem("Build/Android", true, 10)] 20 | public static bool ValidateBuildAndroid() 21 | { 22 | return !EditorApplication.isCompiling && !EditorApplication.isUpdating && !UnityEditor.BuildPipeline.isBuildingPlayer && !EditorApplication.isPlaying; 23 | } 24 | 25 | [MenuItem("Build/Android", false, 10)] 26 | public static void Build() 27 | { 28 | string OpenBuildSavePanel(string path) 29 | { 30 | string newPath = EditorUtility.SaveFolderPanel("Choose Location of Build Game", path, null); 31 | if (string.IsNullOrEmpty(newPath)) 32 | return null; 33 | settings.buildPath = newPath; 34 | settings.Save(); 35 | return newPath; 36 | } 37 | if (!ValidateBuildAndroid()) 38 | { 39 | EditorUtility.DisplayDialog("Build Pipeline Android", "Cannot build because the editor is busy.", "OK"); 40 | return; 41 | } 42 | settings ??= AndroidBuildPipelineSettings.Instance; 43 | string path; 44 | if (string.IsNullOrEmpty(settings.buildPath)) 45 | path = OpenBuildSavePanel(settings.buildPath); 46 | else 47 | path = settings.buildPath; 48 | var scenes = new List(EditorBuildSettings.scenes); 49 | for (int i = 0; i < scenes.Count; i++) 50 | if (!scenes[i].enabled) 51 | scenes.RemoveAt(i--); 52 | if (!(scenes.Count > 0)) 53 | return; 54 | if (settings.incrementBundle) 55 | PlayerSettings.Android.bundleVersionCode++; 56 | if (settings.useKeystore) 57 | { 58 | PlayerSettings.Android.keystoreName = settings.keystoreName; 59 | PlayerSettings.Android.keystorePass = settings.KeystorePassword; 60 | PlayerSettings.Android.keyaliasName = settings.keyaliasName; 61 | PlayerSettings.Android.keyaliasPass = settings.KeyaliasPassword; 62 | } 63 | string fileName = settings.GetBuildFileName(); 64 | string buildPath = Path.Combine(path, fileName); 65 | BuildReport report = UnityEditor.BuildPipeline.BuildPlayer(scenes.ToArray(), buildPath, BuildTarget.Android, settings.buildOptions); 66 | BuildSummary summary = report.summary; 67 | if (summary.result == BuildResult.Succeeded) 68 | { 69 | Debug.Log($"Build succeeded at '{buildPath}' using {summary.totalTime.TotalSeconds.ToString("N2")} seconds with size of {summary.totalSize} bytes."); 70 | Application.OpenURL(path); 71 | } 72 | if (summary.result == BuildResult.Failed) 73 | { 74 | // Reverse bundle version when failed. 75 | if (settings.incrementBundle) 76 | PlayerSettings.Android.bundleVersionCode--; 77 | Debug.LogError($"Build failed with {summary.totalErrors} errors and {summary.totalWarnings} warnings"); 78 | } 79 | } 80 | } 81 | } -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/Editor/AndroidBuildPipelineMenu.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 614bd614cfb1a7342981559ae76ee352 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/Editor/AndroidBuildPipelineSettings.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Text; 3 | using UnityEditor; 4 | using UnityEngine; 5 | 6 | namespace LuviKunG.BuildPipeline.Android 7 | { 8 | public sealed class AndroidBuildPipelineSettings : ScriptableObject 9 | { 10 | // 'Editor/Resources/' are special folders that all assets will be exclude from build. 11 | // https://docs.unity3d.com/Manual/SpecialFolders.html 12 | private const string EDITOR_DEFAULT_RESOURCE_PATH = "Assets/Editor/Resources/AndroidBuildPipelineSettings.asset"; 13 | 14 | private static AndroidBuildPipelineSettings instance; 15 | public static AndroidBuildPipelineSettings Instance 16 | { 17 | get 18 | { 19 | if (instance == null) 20 | { 21 | instance = GetEditorDefaultResourceInstance(); 22 | } 23 | return instance; 24 | } 25 | } 26 | 27 | private static AndroidBuildPipelineSettings GetEditorDefaultResourceInstance() 28 | { 29 | void CreateFolderIfNotExist(string path) 30 | { 31 | var folderPath = path.Substring(0, path.LastIndexOf('/')); 32 | if (!AssetDatabase.IsValidFolder(folderPath)) 33 | { 34 | CreateFolderIfNotExist(folderPath); 35 | AssetDatabase.CreateFolder(folderPath.Substring(0, folderPath.LastIndexOf('/')), folderPath.Substring(folderPath.LastIndexOf('/') + 1)); 36 | } 37 | } 38 | var asset = AssetDatabase.LoadAssetAtPath(EDITOR_DEFAULT_RESOURCE_PATH); 39 | if (asset == null) 40 | { 41 | asset = CreateInstance(); 42 | // recursive function that wil check folders from path that isn't exist and will create folder. 43 | CreateFolderIfNotExist(EDITOR_DEFAULT_RESOURCE_PATH); 44 | AssetDatabase.CreateAsset(asset, EDITOR_DEFAULT_RESOURCE_PATH); 45 | AssetDatabase.SaveAssets(); 46 | } 47 | return asset; 48 | } 49 | 50 | private static StringBuilder cachedStringBuilder; 51 | 52 | public string buildPath; 53 | public string nameFormat; 54 | public string dateTimeFormat; 55 | public bool incrementBundle; 56 | public BuildOptions buildOptions; 57 | public bool useKeystore; 58 | 59 | public string keystoreName; 60 | public string keyaliasName; 61 | 62 | [SerializeField] 63 | private string keystoreEncodedPassword; 64 | public string KeystorePassword 65 | { 66 | get => DecodePassword(keystoreEncodedPassword); 67 | set => keystoreEncodedPassword = EncodePassword(value); 68 | } 69 | 70 | [SerializeField] 71 | public string keyaliasEncodedPassword; 72 | public string KeyaliasPassword 73 | { 74 | get => DecodePassword(keyaliasEncodedPassword); 75 | set => keyaliasEncodedPassword = EncodePassword(value); 76 | } 77 | 78 | public AndroidBuildPipelineSettings() 79 | { 80 | buildPath = string.Empty; 81 | nameFormat = "{package}_{date}"; 82 | dateTimeFormat = "yyyyMMddHHmm"; 83 | incrementBundle = true; 84 | buildOptions = BuildOptions.CompressWithLz4; 85 | useKeystore = false; 86 | keystoreName = string.Empty; 87 | keyaliasName = string.Empty; 88 | keystoreEncodedPassword = string.Empty; 89 | keyaliasEncodedPassword = string.Empty; 90 | } 91 | 92 | public string GetBuildFileName() 93 | { 94 | cachedStringBuilder ??= new StringBuilder(); 95 | cachedStringBuilder.Clear(); 96 | cachedStringBuilder.Append(nameFormat); 97 | cachedStringBuilder.Replace("{name}", Application.productName); 98 | cachedStringBuilder.Replace("{package}", PlayerSettings.GetApplicationIdentifier(BuildTargetGroup.Android)); 99 | cachedStringBuilder.Replace("{version}", Application.version); 100 | cachedStringBuilder.Replace("{bundle}", PlayerSettings.Android.bundleVersionCode.ToString()); 101 | cachedStringBuilder.Replace("{date}", DateTime.Now.ToString(dateTimeFormat)); 102 | cachedStringBuilder.Append(EditorUserBuildSettings.buildAppBundle ? ".aab" : ".apk"); 103 | return cachedStringBuilder.ToString(); 104 | } 105 | 106 | public void Save() 107 | { 108 | EditorUtility.SetDirty(this); 109 | AssetDatabase.SaveAssets(); 110 | } 111 | 112 | private string DecodePassword(string encodedPassword) 113 | { 114 | if (string.IsNullOrEmpty(encodedPassword)) 115 | return string.Empty; 116 | var bytes = Convert.FromBase64String(encodedPassword); 117 | return Encoding.UTF8.GetString(bytes); 118 | } 119 | 120 | private string EncodePassword(string password) 121 | { 122 | if (string.IsNullOrEmpty(password)) 123 | return string.Empty; 124 | var bytes = Encoding.UTF8.GetBytes(password); 125 | return Convert.ToBase64String(bytes); 126 | } 127 | } 128 | } -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/Editor/AndroidBuildPipelineSettings.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1a5ac89fba1d752428130bd5a86e3ff3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/Editor/AndroidBuildPipelineSettingsDrawer.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | namespace LuviKunG.BuildPipeline.Android 5 | { 6 | [CustomEditor(typeof(AndroidBuildPipelineSettings))] 7 | public sealed class AndroidBuildPipelineSettingsDrawer : Editor 8 | { 9 | public override bool UseDefaultMargins() => false; 10 | 11 | public override void OnInspectorGUI() 12 | { 13 | if (GUILayout.Button("Open Android Build Pipeline Settings", GUILayout.ExpandWidth(true), GUILayout.Height(30))) 14 | AndroidBuildPipelineSettingsWindow.OpenWindow(); 15 | } 16 | } 17 | } -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/Editor/AndroidBuildPipelineSettingsDrawer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6903a6041e825d44aaf5c881e24ef191 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/Editor/AndroidBuildPipelineSettingsWindow.cs: -------------------------------------------------------------------------------- 1 | using System.IO; 2 | using System.Runtime.Serialization; 3 | using UnityEditor; 4 | using UnityEngine; 5 | 6 | namespace LuviKunG.BuildPipeline.Android 7 | { 8 | public sealed class AndroidBuildPipelineSettingsWindow : EditorWindow 9 | { 10 | private const string HELPBOX_NAME_FORMATTING_INFO = @"How to format the file name. 11 | 12 | {name} = App Name. 13 | {package} = Android Package Name. 14 | {version} = App Version. 15 | {bundle} = App Bundle. 16 | {date} = Date time. (format)"; 17 | private const string HELPBOX_USE_KEYSTORE_INFO = "Please note that all keystore information will be stored which include the keystore password. When you're finish your fast-build process, please remove your keystore information from the device by pressing the clear keystore information button below."; 18 | 19 | private static readonly string[] KEYSTORE_EXTENSIONS = new string[4] { "Keystore files", "jks,keystore", "All files", "*" }; 20 | 21 | private Vector2 m_scrollViewPosition; 22 | private AndroidBuildPipelineSettings settings; 23 | 24 | public static AndroidBuildPipelineSettingsWindow OpenWindow() 25 | { 26 | var window = GetWindow(true, "Android Build Pipeline Setting", true); 27 | window.Show(); 28 | return window; 29 | } 30 | 31 | private void OnEnable() 32 | { 33 | settings = AndroidBuildPipelineSettings.Instance; 34 | } 35 | 36 | private void OnGUI() 37 | { 38 | EditorGUIUtility.labelWidth = 200.0f; 39 | using (new EditorGUI.DisabledGroupScope(UnityEditor.BuildPipeline.isBuildingPlayer)) 40 | { 41 | using (var scrollView = new GUILayout.ScrollViewScope(m_scrollViewPosition)) 42 | { 43 | m_scrollViewPosition = scrollView.scrollPosition; 44 | using (var changeScope = new EditorGUI.ChangeCheckScope()) 45 | { 46 | var nameFormat = EditorGUILayout.TextField("File name formatting", settings.nameFormat); 47 | if (changeScope.changed) 48 | { 49 | settings.nameFormat = nameFormat; 50 | settings.Save(); 51 | Repaint(); 52 | } 53 | } 54 | EditorGUILayout.HelpBox(HELPBOX_NAME_FORMATTING_INFO, MessageType.Info, true); 55 | EditorGUILayout.LabelField("Formatted name", settings.GetBuildFileName(), EditorStyles.helpBox); 56 | GUILayout.Space(16.0f); 57 | using (var changeScope = new EditorGUI.ChangeCheckScope()) 58 | { 59 | var dateTimeFormat = EditorGUILayout.TextField("Date time format", settings.dateTimeFormat); 60 | if (changeScope.changed) 61 | { 62 | settings.dateTimeFormat = dateTimeFormat; 63 | settings.Save(); 64 | Repaint(); 65 | } 66 | } 67 | using (var changeScope = new EditorGUI.ChangeCheckScope()) 68 | { 69 | var buildOptions = (BuildOptions)EditorGUILayout.EnumFlagsField("Build options", settings.buildOptions); 70 | if (changeScope.changed) 71 | { 72 | settings.buildOptions = buildOptions; 73 | settings.Save(); 74 | Repaint(); 75 | } 76 | } 77 | using (var horizontalScope = new EditorGUILayout.HorizontalScope()) 78 | { 79 | using (var changeScope = new EditorGUI.ChangeCheckScope()) 80 | { 81 | var incrementBundle = EditorGUILayout.Toggle("Increase Bundle Version", settings.incrementBundle); 82 | if (changeScope.changed) 83 | { 84 | settings.incrementBundle = incrementBundle; 85 | settings.Save(); 86 | Repaint(); 87 | } 88 | } 89 | GUILayout.FlexibleSpace(); 90 | if (settings.incrementBundle) 91 | { 92 | EditorGUILayout.LabelField($"Next build app bundle will be version {PlayerSettings.Android.bundleVersionCode + 1}", EditorStyles.helpBox, GUILayout.ExpandWidth(false)); 93 | } 94 | } 95 | using (var changeScope = new EditorGUI.ChangeCheckScope()) 96 | { 97 | bool cacheEnable = GUI.enabled; 98 | GUI.enabled = !settings.incrementBundle; 99 | var bundleVersion = EditorGUILayout.IntField("Current Bundle Version", PlayerSettings.Android.bundleVersionCode); 100 | GUI.enabled = cacheEnable; 101 | if (changeScope.changed) 102 | { 103 | if (bundleVersion < 1) 104 | bundleVersion = 1; 105 | PlayerSettings.Android.bundleVersionCode = bundleVersion; 106 | Repaint(); 107 | } 108 | } 109 | using (var changeScope = new EditorGUI.ChangeCheckScope()) 110 | { 111 | var isBuildAppBundle = EditorGUILayout.Toggle("Build App Bundle for Google Play", EditorUserBuildSettings.buildAppBundle); 112 | if (changeScope.changed) 113 | { 114 | EditorUserBuildSettings.buildAppBundle = isBuildAppBundle; 115 | Repaint(); 116 | } 117 | } 118 | using (var changeScope = new EditorGUI.ChangeCheckScope()) 119 | { 120 | var isSplitAppBinary = EditorGUILayout.Toggle("Split Application Binary", PlayerSettings.Android.useAPKExpansionFiles); 121 | if (changeScope.changed) 122 | { 123 | PlayerSettings.Android.useAPKExpansionFiles = isSplitAppBinary; 124 | Repaint(); 125 | } 126 | } 127 | using (var changeScope = new EditorGUI.ChangeCheckScope()) 128 | { 129 | var createSymbols = (AndroidCreateSymbols)EditorGUILayout.EnumPopup("Create Symbols", EditorUserBuildSettings.androidCreateSymbols); 130 | if (changeScope.changed) 131 | { 132 | EditorUserBuildSettings.androidCreateSymbols = createSymbols; 133 | Repaint(); 134 | } 135 | } 136 | using (var verticalScope = new EditorGUILayout.VerticalScope(EditorStyles.helpBox)) 137 | { 138 | using (var changeScope = new EditorGUI.ChangeCheckScope()) 139 | { 140 | var useKeystore = GUILayout.Toggle(settings.useKeystore, "Use Keystore", EditorStyles.miniButton); 141 | if (changeScope.changed) 142 | { 143 | settings.useKeystore = useKeystore; 144 | settings.Save(); 145 | Repaint(); 146 | } 147 | } 148 | if (settings.useKeystore) 149 | { 150 | EditorGUILayout.HelpBox(HELPBOX_USE_KEYSTORE_INFO, MessageType.Warning, true); 151 | using (var horizontalScope = new EditorGUILayout.HorizontalScope()) 152 | { 153 | EditorGUILayout.LabelField("Keystore Name", settings.keystoreName); 154 | if (GUILayout.Button("Retrive", EditorStyles.miniButton, GUILayout.ExpandWidth(false))) 155 | { 156 | settings.keystoreName = PlayerSettings.Android.keystoreName; 157 | settings.Save(); 158 | Repaint(); 159 | } 160 | if (GUILayout.Button("Change", EditorStyles.miniButton, GUILayout.ExpandWidth(false))) 161 | { 162 | var path = EditorUtility.OpenFilePanelWithFilters("Choose Location of Build Game", string.IsNullOrEmpty(settings.keystoreName) ? string.Empty : settings.keystoreName, KEYSTORE_EXTENSIONS); 163 | if (string.IsNullOrEmpty(path)) 164 | return; 165 | settings.keystoreName = path; 166 | settings.Save(); 167 | Repaint(); 168 | } 169 | } 170 | using (var changeScope = new EditorGUI.ChangeCheckScope()) 171 | { 172 | var keystorePass = EditorGUILayout.PasswordField("Keystore Password", settings.KeystorePassword); 173 | if (changeScope.changed) 174 | { 175 | settings.KeystorePassword = keystorePass; 176 | settings.Save(); 177 | Repaint(); 178 | } 179 | } 180 | using (var changeScope = new EditorGUI.ChangeCheckScope()) 181 | { 182 | var keyaliasName = EditorGUILayout.TextField("Keyalias Name", settings.keyaliasName); 183 | if (changeScope.changed) 184 | { 185 | settings.keyaliasName = keyaliasName; 186 | settings.Save(); 187 | Repaint(); 188 | } 189 | } 190 | using (var changeScope = new EditorGUI.ChangeCheckScope()) 191 | { 192 | var keyaliasPass = EditorGUILayout.PasswordField("Keyalias Password", settings.KeyaliasPassword); 193 | if (changeScope.changed) 194 | { 195 | settings.KeyaliasPassword = keyaliasPass; 196 | settings.Save(); 197 | Repaint(); 198 | } 199 | } 200 | GUILayout.Space(16.0f); 201 | using (var horizontalScope = new EditorGUILayout.HorizontalScope()) 202 | { 203 | GUILayout.FlexibleSpace(); 204 | Color cacheColor = GUI.color; 205 | GUI.color = Color.red; 206 | if (GUILayout.Button("Clear Keystore Information", GUILayout.MaxWidth(250.0f), GUILayout.Height(30.0f))) 207 | { 208 | settings.keystoreName = string.Empty; 209 | settings.KeystorePassword = string.Empty; 210 | settings.keyaliasName = string.Empty; 211 | settings.KeyaliasPassword = string.Empty; 212 | settings.Save(); 213 | Repaint(); 214 | } 215 | GUI.color = cacheColor; 216 | GUILayout.FlexibleSpace(); 217 | } 218 | GUILayout.Space(16.0f); 219 | } 220 | } 221 | using (var horizontalScope = new EditorGUILayout.HorizontalScope()) 222 | { 223 | EditorGUILayout.LabelField("Build location", settings.buildPath); 224 | if (GUILayout.Button("Change", EditorStyles.miniButton, GUILayout.ExpandWidth(false))) 225 | { 226 | var path = OpenBuildSavePanel(settings.buildPath); 227 | if (!string.IsNullOrEmpty(path)) 228 | settings.buildPath = path; 229 | settings.Save(); 230 | Repaint(); 231 | } 232 | } 233 | using (var horizontalScope = new EditorGUILayout.HorizontalScope()) 234 | { 235 | GUILayout.FlexibleSpace(); 236 | bool cacheEnable = GUI.enabled; 237 | GUI.enabled = !string.IsNullOrWhiteSpace(settings.buildPath); 238 | if (GUILayout.Button("Open Build Location", GUILayout.MaxWidth(250.0f), GUILayout.Height(30.0f))) 239 | { 240 | Application.OpenURL(settings.buildPath); 241 | } 242 | GUI.enabled = cacheEnable; 243 | GUILayout.FlexibleSpace(); 244 | } 245 | } 246 | } 247 | } 248 | 249 | private string OpenBuildSavePanel(string path) 250 | { 251 | string newPath = EditorUtility.SaveFolderPanel("Choose Location of Build Game", path, null); 252 | if (string.IsNullOrEmpty(newPath)) 253 | return null; 254 | return newPath; 255 | } 256 | } 257 | } -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/Editor/AndroidBuildPipelineSettingsWindow.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c6bb81c29ec592449bfde4d152bdc466 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/Editor/LuviKunG.BuildPipeline.Android.Editor.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "LuviKunG.BuildPipeline.Android.Editor", 3 | "references": [], 4 | "optionalUnityReferences": [], 5 | "includePlatforms": [ 6 | "Editor" 7 | ], 8 | "excludePlatforms": [], 9 | "allowUnsafeCode": false, 10 | "overrideReferences": false, 11 | "precompiledReferences": [], 12 | "autoReferenced": true, 13 | "defineConstraints": [] 14 | } -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/Editor/LuviKunG.BuildPipeline.Android.Editor.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3287c7e875cc4f7489c5a6352f6ceec0 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/LICENSE.md: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 - 2023 Thanut Panichyotai 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/LICENSE.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 57a0ff97206b1c545a1a6c5b2c2ee79b 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/README.md: -------------------------------------------------------------------------------- 1 | # Build Pipeline for Android 2 | 3 | This is a build tools for Unity Editor that easier to use. Include custom format name and auto increment bundle every perform a build. 4 | Created by Thanut Panichyotai (@[LuviKunG]((https://github.com/LuviKunG))) 5 | 6 | ## How to use? 7 | 8 | New menu will be add to your Unity Editor named 'Build'. In the menu that will include two elements. 9 | 10 | - **Android** will perform a build. If you're not select the directory before, it will popup the directory selection window and start perform a build. 11 | - **Settings/Android** will open the build pipeline settings for android. 12 | 13 | In the settings, you can set a format name, date format and other options for build. (It's already include descriptions) 14 | 15 | ## How to install? 16 | 17 | ### UPM Install via manifest.json 18 | 19 | Locate to your Unity Project. In *Packages* folder, you will see a file named **manifest.json**. Open it with your text editor (such as Notepad++ or Visual Studio Code or Legacy Notepad) 20 | 21 | Then merge this json format below. 22 | 23 | (Do not just copy & paste the whole json! If you are not capable to merge json, please using online JSON merge tools like [this](https://tools.knowledgewalls.com/onlinejsonmerger)) 24 | 25 | ```json 26 | { 27 | "dependencies": { 28 | "com.luvikung.buildpipelineandroid": "https://github.com/LuviKunG/AndroidBuildPipeline.git#1.0.7" 29 | } 30 | } 31 | ``` 32 | 33 | If you want to install the older version, please take a look at release tag in this git, then change the path after **#** to the version tag that you want. -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/README.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fd33101fe15c4c04399a79a1105577d5 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/package.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "com.luvikung.buildpipelineandroid", 3 | "displayName": "Build Pipeline for Android", 4 | "description": "Build Pipeline for Android is an automation build tools for Unity Editor for easier to build android.", 5 | "version": "1.0.7", 6 | "unity": "2021.3", 7 | "author": "Thanut Panichyotai", 8 | "contributors": [ 9 | { 10 | "name": "LuviKunG", 11 | "twitter": "@LuviKunG" 12 | } 13 | ], 14 | "repository": { 15 | "type": "git", 16 | "url": "git+https://github.com/LuviKunG/BuildPipelineAndroid.git" 17 | }, 18 | "bugs": { 19 | "url": "https://github.com/LuviKunG/BuildPipelineAndroid/issues" 20 | }, 21 | "keywords": [ 22 | "unity", 23 | "csharp", 24 | "luvi", 25 | "build", 26 | "pipeline", 27 | "android" 28 | ], 29 | "license": "MIT", 30 | "dependencies": {} 31 | } -------------------------------------------------------------------------------- /Assets/Android Build Pipeline/package.json.meta: 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-------------------------------------------------------------------------------- /CHANGELOG.md: -------------------------------------------------------------------------------- 1 | # Change Log 2 | 3 | ## v1.0.7 January 4th 2023 - Latest 4 | 5 | `https://github.com/LuviKunG/BuildPipelineAndroid.git#1.0.7` 6 | 7 | - Refractor the code in **Android Build Pipeline Settings** 8 | - Remove all usage of **PlayerPrefs** that holding values of build pipeline. 9 | - Using as serialized **Scriptable Object Asset** in **Editor/Resources** instead. 10 | - Still able to call for instance and save the value as serialized asset. 11 | - Improve the **Android Build Pipeline Window** a little bit. 12 | - Change size of button as unexpanded buttons. 13 | - Increase size of execution buttons. 14 | - Add new button of **Retrive** in keystore name for retrive the keystore path from **PlayerSettings.Android.keystoreName**. 15 | 16 | ## v1.0.6 December 12th 2022 17 | 18 | `https://github.com/LuviKunG/BuildPipelineAndroid.git#1.0.6` 19 | 20 | - Add new popup field of **'Create Symbols'** that will create `symbols.zip` on build, using for upload to Google Play Console. 21 | - Remove usage of `BUILD_PIPELINE_ANDROID_ENABLE_BUNDLE_VERSION_CONFIG` and always enable app bundle version field. 22 | - Add label for display next app bundle version when enabling **'Increment Bundle Version'**. 23 | - **'Build App Bundle'** and **'Split Application Binary'** will use value from Unity Editor. 24 | 25 | ## v1.0.5 November 29th 2022 26 | 27 | `https://github.com/LuviKunG/BuildPipelineAndroid.git#1.0.5` 28 | 29 | - Require minimal version of Unity Editor 2021.3 LTS. Older of Unity Editor version are no longer support. 30 | - Change UI. 31 | - Add toggle of **'Build App Bundle'**. 32 | - Add toggle of **'Split Application Binary'**. 33 | - Add Scripting Define Symbols of `BUILD_PIPELINE_ANDROID_ENABLE_BUNDLE_VERSION_CONFIG` for enable bundle version field in settings. 34 | 35 | ## v1.0.4 October 25th 2019 36 | 37 | `https://github.com/LuviKunG/BuildPipelineAndroid.git#1.0.4` 38 | 39 | - Add new 'Build options'. 40 | 41 | ## v1.0.3 September 4th 2019 42 | 43 | `https://github.com/LuviKunG/BuildPipelineAndroid.git#1.0.3` 44 | 45 | - Fix 'set build location' isn't working properly. 46 | - Change the menu structure. 47 | - Move 'set build location' and 'open build location' into settings window. 48 | - Move 'open settings' to 'Settings/Android'. 49 | 50 | ## v1.0.2 September 2nd 2019 51 | 52 | `https://github.com/LuviKunG/BuildPipelineAndroid.git#1.0.2` 53 | 54 | - Add the option of **'Use Keystore'** 55 | 56 | ## v1.0.1 August 30th 2019 57 | 58 | `https://github.com/LuviKunG/BuildPipelineAndroid.git#1.0.1` 59 | 60 | - Add the option of **'Increment Bundle Version'** 61 | 62 | ## v1.0.0 August 30th 2019 63 | 64 | `https://github.com/LuviKunG/BuildPipelineAndroid.git#1.0.0` 65 | 66 | - Create the plugins. -------------------------------------------------------------------------------- /LICENSE.md: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 - 2023 Thanut Panichyotai 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.coffee.upm-git-extension": "https://github.com/mob-sakai/UpmGitExtension.git#0.9.1", 4 | "com.unity.2d.sprite": "1.0.0", 5 | "com.unity.2d.tilemap": "1.0.0", 6 | "com.unity.ide.rider": "3.0.16", 7 | "com.unity.ide.visualstudio": "2.0.16", 8 | "com.unity.ide.vscode": "1.2.5", 9 | "com.unity.test-framework": "1.1.31", 10 | "com.unity.timeline": "1.6.4", 11 | "com.unity.ugui": "1.0.0", 12 | "com.unity.xr.legacyinputhelpers": "2.1.10", 13 | "com.unity.modules.androidjni": "1.0.0", 14 | "com.unity.modules.animation": "1.0.0", 15 | "com.unity.modules.assetbundle": "1.0.0", 16 | "com.unity.modules.audio": "1.0.0", 17 | "com.unity.modules.director": "1.0.0", 18 | "com.unity.modules.imageconversion": "1.0.0", 19 | "com.unity.modules.imgui": "1.0.0", 20 | "com.unity.modules.jsonserialize": "1.0.0", 21 | "com.unity.modules.particlesystem": "1.0.0", 22 | "com.unity.modules.physics": "1.0.0", 23 | "com.unity.modules.physics2d": "1.0.0", 24 | "com.unity.modules.ui": "1.0.0", 25 | "com.unity.modules.uielements": "1.0.0", 26 | "com.unity.modules.unitywebrequest": "1.0.0", 27 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 28 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 29 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 30 | "com.unity.modules.unitywebrequestwww": "1.0.0", 31 | "com.unity.modules.video": "1.0.0", 32 | "com.unity.modules.vr": "1.0.0", 33 | "com.unity.modules.xr": "1.0.0" 34 | } 35 | } 36 | 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%TAG !u! tag:unity3d.com,2011: 3 | --- !u!890905787 &1 4 | VersionControlSettings: 5 | m_ObjectHideFlags: 0 6 | m_Mode: Visible Meta Files 7 | m_CollabEditorSettings: 8 | inProgressEnabled: 1 9 | -------------------------------------------------------------------------------- /ProjectSettings/boot.config: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LuviKunG/BuildPipelineAndroid/680c05af5dbdc361acfc09718fba277b3ae18a84/ProjectSettings/boot.config -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Build Pipeline for Android 2 | 3 | This is a build tools for Unity Editor that easier to use. Include custom format name and auto increment bundle every perform a build. 4 | Created by Thanut Panichyotai (@[LuviKunG]((https://github.com/LuviKunG))) 5 | 6 | ![Preview](images/image01.png) 7 | 8 | ## How to use? 9 | 10 | New menu will be add to your Unity Editor named 'Build'. In the menu that will include two elements. 11 | 12 | - **Android** will perform a build. If you're not select the directory before, it will popup the directory selection window and start perform a build. 13 | - **Settings/Android** will open the build pipeline settings for android. 14 | 15 | In the settings, you can set a format name, date format and other options for build. (It's already include descriptions) 16 | 17 | ## How to install? 18 | 19 | ### UPM Install via manifest.json 20 | 21 | Locate to your Unity Project. In *Packages* folder, you will see a file named **manifest.json**. Open it with your text editor (such as Notepad++ or Visual Studio Code or Legacy Notepad) 22 | 23 | Then merge this json format below. 24 | 25 | (Do not just copy & paste the whole json! If you are not capable to merge json, please using online JSON merge tools like [this](https://tools.knowledgewalls.com/onlinejsonmerger)) 26 | 27 | ```json 28 | { 29 | "dependencies": { 30 | "com.luvikung.buildpipelineandroid": "https://github.com/LuviKunG/BuildPipelineAndroid.git#1.0.7" 31 | } 32 | } 33 | ``` 34 | 35 | If you want to install the older version, please take a look at release tag in this git, then change the path after **#** to the version tag that you want. Or checkout [`CHANGELOG.md`](CHANGELOG.md) for more imformation. -------------------------------------------------------------------------------- /images/giturl.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LuviKunG/BuildPipelineAndroid/680c05af5dbdc361acfc09718fba277b3ae18a84/images/giturl.png -------------------------------------------------------------------------------- /images/image01.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LuviKunG/BuildPipelineAndroid/680c05af5dbdc361acfc09718fba277b3ae18a84/images/image01.png -------------------------------------------------------------------------------- /upm.bat: -------------------------------------------------------------------------------- 1 | @echo off 2 | set /p version=Enter Version: 3 | echo %version% 4 | git subtree split --prefix="Assets/Android Build Pipeline" --branch upm 5 | git tag %version% upm 6 | pause --------------------------------------------------------------------------------