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using System;
using System.IO;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
public static class BuildScript
{
private const string AndroidOutputDir = "Build/Android";
private const string ApkName = "onesignal-demo.apk";
private const string IOSOutputDir = "Build/iOS";
/// <summary>
/// Builds an Android APK using the architecture and scripting backend
/// pre-configured in ProjectSettings.asset by build_android.sh.
///
/// In Unity 6, only ARMv7 supports Mono; ARM64 requires IL2CPP.
/// The shell script patches the correct values before launching Unity.
/// </summary>
public static void BuildAndroidEmulator()
{
var outputPath = Path.Combine(AndroidOutputDir, ApkName);
Directory.CreateDirectory(AndroidOutputDir);
PlayerSettings.Android.targetArchitectures = AndroidArchitecture.ARM64;
PlayerSettings.SetScriptingBackend(
NamedBuildTarget.Android,
ScriptingImplementation.IL2CPP
);
Debug.Log(
$"[BuildScript] arch={PlayerSettings.Android.targetArchitectures} backend={PlayerSettings.GetScriptingBackend(NamedBuildTarget.Android)}"
);
PlayerSettings.SetIl2CppCodeGeneration(
NamedBuildTarget.Android,
Il2CppCodeGeneration.OptimizeSize
);
PlayerSettings.SetManagedStrippingLevel(
NamedBuildTarget.Android,
ManagedStrippingLevel.High
);
PlayerSettings.Android.minifyRelease = true;
PlayerSettings.Android.minifyWithR8 = true;
PlayerSettings.stripEngineCode = true;
PlayerSettings.SetIl2CppCompilerConfiguration(
NamedBuildTarget.Android,
Il2CppCompilerConfiguration.Release
);
EditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Gradle;
EditorUserBuildSettings.exportAsGoogleAndroidProject = false;
EditorUserBuildSettings.buildAppBundle = false;
var options = new BuildPlayerOptions
{
scenes = GetScenes(),
locationPathName = outputPath,
target = BuildTarget.Android,
subtarget = 0,
options = BuildOptions.None,
};
var report = BuildPipeline.BuildPlayer(options);
HandleReport(report, outputPath);
}
/// <summary>
/// Builds an Xcode project for the iOS Simulator.
/// The OneSignal SDK post-processor automatically adds push capabilities,
/// the NSE target, and CocoaPods entries during the build.
/// </summary>
public static void BuildiOSSimulator()
{
Directory.CreateDirectory(IOSOutputDir);
PlayerSettings.SetScriptingBackend(NamedBuildTarget.iOS, ScriptingImplementation.IL2CPP);
PlayerSettings.iOS.sdkVersion = iOSSdkVersion.SimulatorSDK;
// run-local.sh forces ARCHS=arm64 on Apple Silicon hosts. Match that
// here so Unity emits an arm64-slice baselib instead of the project
// default (x86_64), which fails to link in xcodebuild.
PlayerSettings.iOS.simulatorSdkArchitecture = AppleMobileArchitectureSimulator.Universal;
Debug.Log(
$"[BuildScript] iOS sdk={PlayerSettings.iOS.sdkVersion} simArch={PlayerSettings.iOS.simulatorSdkArchitecture} backend={PlayerSettings.GetScriptingBackend(NamedBuildTarget.iOS)}"
);
PlayerSettings.SetIl2CppCodeGeneration(
NamedBuildTarget.iOS,
Il2CppCodeGeneration.OptimizeSize
);
PlayerSettings.SetManagedStrippingLevel(NamedBuildTarget.iOS, ManagedStrippingLevel.High);
PlayerSettings.stripEngineCode = true;
PlayerSettings.SetIl2CppCompilerConfiguration(
NamedBuildTarget.iOS,
Il2CppCompilerConfiguration.Release
);
var options = new BuildPlayerOptions
{
scenes = GetScenes(),
locationPathName = IOSOutputDir,
target = BuildTarget.iOS,
options = BuildOptions.None,
};
var report = BuildPipeline.BuildPlayer(options);
HandleReport(report, IOSOutputDir);
}
/// <summary>
/// Builds an Xcode project targeting physical iOS devices, used by CI to
/// produce a signed IPA for BrowserStack. The OneSignal SDK and demo
/// post-processors add push capabilities, the NSE / Live Activity widget
/// targets, and pin DEVELOPMENT_TEAM + aps-environment=development so the
/// archive step can sign with the Appium provisioning profiles in
/// ExportOptions.plist.
/// </summary>
public static void BuildiOSDevice()
{
Directory.CreateDirectory(IOSOutputDir);
PlayerSettings.SetScriptingBackend(NamedBuildTarget.iOS, ScriptingImplementation.IL2CPP);
PlayerSettings.iOS.sdkVersion = iOSSdkVersion.DeviceSDK;
Debug.Log(
$"[BuildScript] iOS sdk={PlayerSettings.iOS.sdkVersion} backend={PlayerSettings.GetScriptingBackend(NamedBuildTarget.iOS)}"
);
PlayerSettings.SetIl2CppCodeGeneration(
NamedBuildTarget.iOS,
Il2CppCodeGeneration.OptimizeSize
);
PlayerSettings.SetManagedStrippingLevel(NamedBuildTarget.iOS, ManagedStrippingLevel.High);
PlayerSettings.stripEngineCode = true;
PlayerSettings.SetIl2CppCompilerConfiguration(
NamedBuildTarget.iOS,
Il2CppCompilerConfiguration.Release
);
var options = new BuildPlayerOptions
{
scenes = GetScenes(),
locationPathName = IOSOutputDir,
target = BuildTarget.iOS,
options = BuildOptions.None,
};
var report = BuildPipeline.BuildPlayer(options);
HandleReport(report, IOSOutputDir);
}
private static string[] GetScenes()
{
var scenes = EditorBuildSettings.scenes;
if (scenes.Length == 0)
{
Debug.LogWarning(
"[BuildScript] No scenes in build settings; falling back to Assets/Scenes/Main.unity"
);
return new[] { "Assets/Scenes/Main.unity" };
}
return Array.ConvertAll(scenes, s => s.path);
}
private static void HandleReport(BuildReport report, string outputPath)
{
if (report.summary.result == BuildResult.Succeeded)
{
var sizeMb = report.summary.totalSize / 1024.0 / 1024.0;
Debug.Log(
$"[BuildScript] Build succeeded: {outputPath} ({sizeMb:F1} MB) in {report.summary.totalTime.TotalSeconds:F1}s"
);
}
else
{
Debug.LogError(
$"[BuildScript] Build failed: {report.summary.result} — {report.summary.totalErrors} error(s)"
);
EditorApplication.Exit(1);
}
}
}