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using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
public class Builder
{
public static void BuildIl2CPPPlayer(BuildTarget target, BuildTargetGroup group, BuildOptions buildOptions,
string defaultBuildPath = "./Builds/")
{
Debug.Log("Builder: Starting to build");
Debug.Log("Builder: Parsing command line arguments");
var args = CommandLineArguments.Parse();
ValidateArguments(args, defaultBuildPath);
Debug.Log($"Builder: Starting build. Output will be '{args["buildPath"]}'.");
// Make sure the configuration is right.
EditorUserBuildSettings.selectedBuildTargetGroup = group;
EditorUserBuildSettings.development = false;
EditorUserBuildSettings.allowDebugging = false;
PlayerSettings.SetScriptingBackend(NamedBuildTarget.FromBuildTargetGroup(group), ScriptingImplementation.IL2CPP);
// Making sure that the app keeps on running in the background. Linux CI is very unhappy with coroutines otherwise.
PlayerSettings.runInBackground = true;
DisableUnityAudio();
DisableProgressiveLightMapper();
Debug.Log("Builder: Setting IL2CPP generation to OptimizeSpeed");
#if UNITY_2022_1_OR_NEWER
PlayerSettings.SetIl2CppCodeGeneration(NamedBuildTarget.FromBuildTargetGroup(group), UnityEditor.Build.Il2CppCodeGeneration.OptimizeSpeed);
#elif UNITY_2021_2_OR_NEWER
EditorUserBuildSettings.il2CppCodeGeneration = UnityEditor.Build.Il2CppCodeGeneration.OptimizeSpeed;
#endif
Debug.Log("Builder: Configuring code stripping level");
#if UNITY_6000_0_OR_NEWER
PlayerSettings.SetManagedStrippingLevel(NamedBuildTarget.FromBuildTargetGroup(group), ManagedStrippingLevel.High);
#else
PlayerSettings.SetManagedStrippingLevel(NamedBuildTarget.FromBuildTargetGroup(group), ManagedStrippingLevel.Low);
#endif
Debug.Log("Builder: Updating BuildPlayerOptions");
var buildPlayerOptions = new BuildPlayerOptions
{
locationPathName = args["buildPath"],
target = target,
targetGroup = group,
options = buildOptions
};
Debug.Log("Builder: Disabling optimizations to reduce build time");
// TODO Linux fails with `free(): invalid pointer` in the test, after everything seems to have shut down.
if (target != BuildTarget.StandaloneLinux64)
{
PlayerSettings.SetIl2CppCompilerConfiguration(NamedBuildTarget.FromBuildTargetGroup(group), Il2CppCompilerConfiguration.Debug);
}
if (target == BuildTarget.Android)
{
Debug.Log("Builder: Setting application identifier");
PlayerSettings.SetApplicationIdentifier(NamedBuildTarget.Android, "io.sentry.unity.integrationtest");
// Android does not support appending builds. We make sure the directory is clean
var outputDir = Path.GetDirectoryName(args["buildPath"]);
if (Directory.Exists(outputDir))
{
Debug.Log("Builder: Cleaning the buildPath");
Directory.Delete(outputDir, true);
}
Debug.Log($"Builder: Creating output directory at '{outputDir}'");
Directory.CreateDirectory(outputDir);
Debug.Log("Builder: Enabling minify");
PlayerSettings.Android.minifyDebug = PlayerSettings.Android.minifyRelease = true;
#if UNITY_6000_0_OR_NEWER
// X86_64 has been deprecated and was removed with 6.5
Debug.Log("Builder: Setting target architecture to ARM64");
PlayerSettings.Android.targetArchitectures = AndroidArchitecture.ARM64;
#endif
}
Debug.Log("Builder: Checking for Test scene");
if (File.Exists("Assets/Scenes/Test.unity"))
{
Debug.Log("Builder: Adding Test.unity to scenes");
buildPlayerOptions.scenes = new[] { "Assets/Scenes/Test.unity" };
}
Debug.Log("Builder: Starting build");
var report = BuildPipeline.BuildPlayer(buildPlayerOptions);
var summary = report.summary;
Debug.Log("Builder: Build result at outputPath: " + summary.outputPath);
switch (summary.result)
{
case BuildResult.Succeeded:
Debug.Log($"Builder: Build succeeded: {summary.totalSize} bytes");
break;
default:
Debug.Log($"Builder: Build result: {summary.result} with {summary.totalErrors}" + $" error{(summary.totalErrors > 1 ? "s" : "")}.");
throw new Exception("Build failed, see details above.");
}
if (summary.totalWarnings > 0)
{
Debug.Log($"Builder: Build succeeded with {summary.totalWarnings} warning{(summary.totalWarnings > 1 ? "s" : "")}.");
}
}
[MenuItem("Tools/Builder/Windows")]
public static void BuildWindowsIl2CPPPlayer()
{
Debug.Log("Builder: Building Windows IL2CPP Player");
BuildIl2CPPPlayer(BuildTarget.StandaloneWindows64, BuildTargetGroup.Standalone, BuildOptions.StrictMode,
defaultBuildPath: "./Builds/Windows/test.exe");
}
[MenuItem("Tools/Builder/macOS")]
public static void BuildMacIl2CPPPlayer()
{
Debug.Log("Builder: Building macOS IL2CPP Player");
BuildIl2CPPPlayer(BuildTarget.StandaloneOSX, BuildTargetGroup.Standalone, BuildOptions.StrictMode,
defaultBuildPath: "./Builds/macOS/test.app");
}
[MenuItem("Tools/Builder/Linux")]
public static void BuildLinuxIl2CPPPlayer()
{
Debug.Log("Builder: Building Linux IL2CPP Player");
PlayerSettings.SetUseDefaultGraphicsAPIs(BuildTarget.StandaloneLinux64, false);
PlayerSettings.SetGraphicsAPIs(BuildTarget.StandaloneLinux64, new[] { UnityEngine.Rendering.GraphicsDeviceType.OpenGLCore });
PlayerSettings.gpuSkinning = false;
PlayerSettings.graphicsJobs = false;
BuildIl2CPPPlayer(BuildTarget.StandaloneLinux64, BuildTargetGroup.Standalone, BuildOptions.StrictMode,
defaultBuildPath: "./Builds/Linux/test");
}
[MenuItem("Tools/Builder/Android")]
public static void BuildAndroidIl2CPPPlayer()
{
Debug.Log("Builder: Building Android IL2CPP Player");
// Force OpenGLES3 to avoid Vulkan issues with the Android emulator in CI.
// The emulator's swiftshader Vulkan implementation doesn't fully support Unity's
// Vulkan usage, causing "Processed some Vulkan packets without process resources
// created" warnings and SIGSEGV crashes in libvulkan_enc.so.
PlayerSettings.SetUseDefaultGraphicsAPIs(BuildTarget.Android, false);
PlayerSettings.SetGraphicsAPIs(BuildTarget.Android, new[] { UnityEngine.Rendering.GraphicsDeviceType.OpenGLES3 });
#if UNITY_2021_2_OR_NEWER && !UNITY_6000_0_OR_NEWER
// Clean Android gradle cache to force regeneration of gradle files
// This prevents Unity from reusing gradle files that may contain Sentry symbol upload tasks from previous builds
var androidGradlePath = Path.Combine(Directory.GetCurrentDirectory(), "Library/Bee/Android");
if (Directory.Exists(androidGradlePath))
{
Debug.Log($"Builder: Cleaning Android gradle cache at '{androidGradlePath}'");
Directory.Delete(androidGradlePath, true);
}
#endif
BuildIl2CPPPlayer(BuildTarget.Android, BuildTargetGroup.Android, BuildOptions.StrictMode,
defaultBuildPath: "./Builds/Android/test.apk");
}
[MenuItem("Tools/Builder/Android Project")]
public static void BuildAndroidIl2CPPProject()
{
Debug.Log("Builder: Building Android IL2CPP Project");
EditorUserBuildSettings.exportAsGoogleAndroidProject = true;
BuildIl2CPPPlayer(BuildTarget.Android, BuildTargetGroup.Android, BuildOptions.AcceptExternalModificationsToPlayer,
defaultBuildPath: "./Builds/AndroidProject/");
}
[MenuItem("Tools/Builder/iOS")]
public static void BuildIOSProject()
{
Debug.Log("Builder: Building iOS Project");
BuildIl2CPPPlayer(BuildTarget.iOS, BuildTargetGroup.iOS, BuildOptions.StrictMode,
defaultBuildPath: "./Builds/iOS/");
}
[MenuItem("Tools/Builder/WebGL")]
public static void BuildWebGLPlayer()
{
Debug.Log("Builder: Building WebGL Player");
PlayerSettings.WebGL.compressionFormat = WebGLCompressionFormat.Brotli;
BuildIl2CPPPlayer(BuildTarget.WebGL, BuildTargetGroup.WebGL, BuildOptions.StrictMode,
defaultBuildPath: "./Builds/WebGL/");
}
[MenuItem("Tools/Builder/Switch")]
public static void BuildSwitchIL2CPPPlayer()
{
Debug.Log("Builder: Building Switch IL2CPP Player");
ConsoleBuildProfiles.SetSwitchCreateNspRomFile();
BuildIl2CPPPlayer(BuildTarget.Switch, BuildTargetGroup.Switch, BuildOptions.StrictMode,
defaultBuildPath: "./Builds/Switch/test.nsp");
}
[MenuItem("Tools/Builder/Xbox Series X|S")]
public static void BuildXSXIL2CPPPlayer()
{
Debug.Log("Builder: Building Xbox Series X|S IL2CPP Player");
ConsoleBuildProfiles.SetXboxSubtargetToMaster();
BuildIl2CPPPlayer(BuildTarget.GameCoreXboxSeries, BuildTargetGroup.GameCoreXboxSeries, BuildOptions.StrictMode,
defaultBuildPath: "./Builds/GameCoreXboxSeries/test");
}
[MenuItem("Tools/Builder/Xbox One")]
public static void BuildXB1IL2CPPPlayer()
{
Debug.Log("Builder: Building Xbox One IL2CPP Player");
ConsoleBuildProfiles.SetXboxSubtargetToMaster();
BuildIl2CPPPlayer(BuildTarget.GameCoreXboxOne, BuildTargetGroup.GameCoreXboxOne, BuildOptions.StrictMode,
defaultBuildPath: "./Builds/GameCoreXboxOne/test");
}
[MenuItem("Tools/Builder/PS5")]
public static void BuildPS5IL2CPPPlayer()
{
Debug.Log("Builder: Building PS5 IL2CPP Player");
ConsoleBuildProfiles.SetPS5BuildTypeToPackage();
BuildIl2CPPPlayer(BuildTarget.PS5, BuildTargetGroup.PS5, BuildOptions.StrictMode,
defaultBuildPath: "./Builds/PS5/");
}
private static void ValidateArguments(Dictionary<string, string> args, string defaultBuildPath)
{
Debug.Log("Builder: Validating command line arguments");
if (!args.ContainsKey("buildPath") || string.IsNullOrWhiteSpace(args["buildPath"]))
{
args["buildPath"] = defaultBuildPath;
Debug.Log($"Builder: No '-buildPath' provided, defaulting to '{defaultBuildPath}'");
}
}
// Audio created issues, especially for iOS simulator so we disable it.
private static void DisableUnityAudio()
{
var audioManager = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/AudioManager.asset")[0];
var serializedManager = new SerializedObject(audioManager);
var prop = serializedManager.FindProperty("m_DisableAudio");
prop.boolValue = true;
serializedManager.ApplyModifiedProperties();
}
// The Progressive Lightmapper does not work on silicone CPUs and there is no GPU in CI
private static void DisableProgressiveLightMapper()
{
#if UNITY_2021_1_OR_NEWER
Lightmapping.lightingSettings = new LightingSettings
{
bakedGI = false,
realtimeGI = false
};
#endif
}
}