Unity命令行打包
发表于2018-09-07
Unity已经自带了可视化打包,而本篇还要多此一举给大家介绍命令行打包,是考虑到刚接触的unity的小伙伴在将游戏发布到Android平台时,需要接不同平台的sdk,甚至有些平台还需要改包名。而游戏从接完平台sdk,到发布还需要经过无数次的测试,发布后甚至还需若干次升级。你要是每次都手动的将每个平台jar、res等,拷贝到unity Plugins文件下,然后再去改包名,多次操作让人心累不说,万一不小心弄错,把什么拷贝错了或者包名写错了忘记改了等等,还要重弄。为了方便大家,才有此篇关于命令行打包的文章,让大家用脚本去解决问题。
一、在Assets\Editor目录下放个脚本
using UnityEngine; using UnityEditor; using System; using System.IO; using System.Collections.Generic; /// <summary> /// 命令行批处理工具类 /// </summary> public class Batchmode { static List<string> levels = new List<string>(); static string keystoreFile = @"D:\keystore.txt"; public static void BuildAndroid() { if(!File.Exists(keystoreFile)) throw new Exception("Not find keystore file"); StreamReader sr = File.OpenText(keystoreFile); string password = sr.ReadToEnd().Trim(); PlayerSettings.Android.keystorePass = password; PlayerSettings.Android.keyaliasPass = password; foreach ( EditorBuildSettingsScene scene in EditorBuildSettings.scenes ) { if ( !scene.enabled ) continue; levels.Add( scene.path ); } EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTarget.Android); string res = BuildPipeline.BuildPlayer( levels.ToArray(), "android.apk", BuildTarget.Android, BuildOptions.None ); if (res.Length > 0) throw new Exception("BuildPlayer failure: " + res); } }
二、写个批处理(路径改成自己的工程路径)
@echo off @set unity="C:\Program Files\Unity\Editor\Unity.exe" echo 正在生成APK文件... %unity% -batchmode -quit -nographics -executeMethod Batchmode.BuildAndroid -logFile D:\Editor.log -projectPath "D:\China\2014-11-12_client_wushen_android" echo APK文件生成完毕! pause