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22.10.2021
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66
.gitattributes
vendored
Normal file
@ -0,0 +1,66 @@
|
|||||||
|
# .gitattributes
|
||||||
|
# Images
|
||||||
|
*.ai filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.cubemap filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.bmp filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.exr filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.gif filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.hdr filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.iff filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.jpeg filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.jpg filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.pict filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.png filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.psd filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.tga filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.tif filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.tiff filter=lfs diff=lfs merge=lfs -text
|
||||||
|
# Audio
|
||||||
|
*.mp3 filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.wav filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.ogg filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.aif filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.aiff filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.it filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.mod filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.s3m filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.xm filter=lfs diff=lfs merge=lfs -text
|
||||||
|
# Video
|
||||||
|
*.mp4 filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.mov filter=lfs diff=lfs merge=lfs -text
|
||||||
|
# 3D Objects
|
||||||
|
*.3dm filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.3ds filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.blend filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.c4d filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.collada filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.dae filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.dxf filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.FBX filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.fbx filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.jas filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.lws filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.lxo filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.ma filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.max filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.mb filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.obj filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.ply filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.skp filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.stl filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.ztl filter=lfs diff=lfs merge=lfs -text
|
||||||
|
# Other
|
||||||
|
*.a filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.exr filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.tga filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.pdf filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.zip filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.7z filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.dll filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.aif filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.ttf filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.rns filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.reason filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.lxo filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.anim filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.unity filter=lfs diff=lfs merge=lfs -text
|
3
.gitignore
vendored
@ -68,4 +68,5 @@ crashlytics-build.properties
|
|||||||
|
|
||||||
# Temporary auto-generated Android Assets
|
# Temporary auto-generated Android Assets
|
||||||
/[Aa]ssets/[Ss]treamingAssets/aa.meta
|
/[Aa]ssets/[Ss]treamingAssets/aa.meta
|
||||||
/[Aa]ssets/[Ss]treamingAssets/aa/*
|
/[Aa]ssets/[Ss]treamingAssets/aa/*
|
||||||
|
.idea/
|
||||||
|
56
.vscode/settings.json
vendored
@ -1,56 +0,0 @@
|
|||||||
{
|
|
||||||
"files.exclude":
|
|
||||||
{
|
|
||||||
"**/.DS_Store":true,
|
|
||||||
"**/.git":true,
|
|
||||||
"**/.gitignore":true,
|
|
||||||
"**/.gitmodules":true,
|
|
||||||
"**/*.booproj":true,
|
|
||||||
"**/*.pidb":true,
|
|
||||||
"**/*.suo":true,
|
|
||||||
"**/*.user":true,
|
|
||||||
"**/*.userprefs":true,
|
|
||||||
"**/*.unityproj":true,
|
|
||||||
"**/*.dll":true,
|
|
||||||
"**/*.exe":true,
|
|
||||||
"**/*.pdf":true,
|
|
||||||
"**/*.mid":true,
|
|
||||||
"**/*.midi":true,
|
|
||||||
"**/*.wav":true,
|
|
||||||
"**/*.gif":true,
|
|
||||||
"**/*.ico":true,
|
|
||||||
"**/*.jpg":true,
|
|
||||||
"**/*.jpeg":true,
|
|
||||||
"**/*.png":true,
|
|
||||||
"**/*.psd":true,
|
|
||||||
"**/*.tga":true,
|
|
||||||
"**/*.tif":true,
|
|
||||||
"**/*.tiff":true,
|
|
||||||
"**/*.3ds":true,
|
|
||||||
"**/*.3DS":true,
|
|
||||||
"**/*.fbx":true,
|
|
||||||
"**/*.FBX":true,
|
|
||||||
"**/*.lxo":true,
|
|
||||||
"**/*.LXO":true,
|
|
||||||
"**/*.ma":true,
|
|
||||||
"**/*.MA":true,
|
|
||||||
"**/*.obj":true,
|
|
||||||
"**/*.OBJ":true,
|
|
||||||
"**/*.asset":true,
|
|
||||||
"**/*.cubemap":true,
|
|
||||||
"**/*.flare":true,
|
|
||||||
"**/*.mat":true,
|
|
||||||
"**/*.meta":true,
|
|
||||||
"**/*.prefab":true,
|
|
||||||
"**/*.unity":true,
|
|
||||||
"build/":true,
|
|
||||||
"Build/":true,
|
|
||||||
"Library/":true,
|
|
||||||
"library/":true,
|
|
||||||
"obj/":true,
|
|
||||||
"Obj/":true,
|
|
||||||
"ProjectSettings/":true,
|
|
||||||
"temp/":true,
|
|
||||||
"Temp/":true
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,6 +0,0 @@
|
|||||||
{
|
|
||||||
"version": "1.0",
|
|
||||||
"components": [
|
|
||||||
"Microsoft.VisualStudio.Workload.ManagedGame"
|
|
||||||
]
|
|
||||||
}
|
|
@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 371f9f0cde170794cb74b0d080de7dc2
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
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|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,198 +0,0 @@
|
|||||||
%YAML 1.1
|
|
||||||
%TAG !u! tag:unity3d.com,2011:
|
|
||||||
--- !u!74 &7400000
|
|
||||||
AnimationClip:
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|
||||||
m_ObjectHideFlags: 0
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|
||||||
m_CorrespondingSourceObject: {fileID: 0}
|
|
||||||
m_PrefabInstance: {fileID: 0}
|
|
||||||
m_PrefabAsset: {fileID: 0}
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|
||||||
m_Name: GrowT2T3
|
|
||||||
serializedVersion: 6
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|
||||||
m_Legacy: 1
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|
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m_Compressed: 0
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m_UseHighQualityCurve: 1
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|
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m_RotationCurves: []
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|
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m_CompressedRotationCurves: []
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|
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m_EulerCurves: []
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m_PositionCurves:
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|
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- curve:
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|
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serializedVersion: 2
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m_Curve:
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value: {x: 0, y: -1.7, z: 0}
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outSlope: {x: 0, y: 0, z: 0}
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tangentMode: 0
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weightedMode: 0
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inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
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outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
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inSlope: {x: 0, y: 0, z: 0}
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outSlope: {x: 0, y: 0, z: 0}
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tangentMode: 0
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weightedMode: 0
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outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
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||||||
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||||||
path:
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Copyright (C) 2014 Google Inc.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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Unless required by applicable law or agreed to in writing, software
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|
||||||
meet the following conditions:
|
|
||||||
|
|
||||||
(a) You must give any other recipients of the Work or
|
|
||||||
Derivative Works a copy of this License; and
|
|
||||||
|
|
||||||
(b) You must cause any modified files to carry prominent notices
|
|
||||||
stating that You changed the files; and
|
|
||||||
|
|
||||||
(c) You must retain, in the Source form of any Derivative Works
|
|
||||||
that You distribute, all copyright, patent, trademark, and
|
|
||||||
attribution notices from the Source form of the Work,
|
|
||||||
excluding those notices that do not pertain to any part of
|
|
||||||
the Derivative Works; and
|
|
||||||
|
|
||||||
(d) If the Work includes a "NOTICE" text file as part of its
|
|
||||||
distribution, then any Derivative Works that You distribute must
|
|
||||||
include a readable copy of the attribution notices contained
|
|
||||||
within such NOTICE file, excluding those notices that do not
|
|
||||||
pertain to any part of the Derivative Works, in at least one
|
|
||||||
of the following places: within a NOTICE text file distributed
|
|
||||||
as part of the Derivative Works; within the Source form or
|
|
||||||
documentation, if provided along with the Derivative Works; or,
|
|
||||||
within a display generated by the Derivative Works, if and
|
|
||||||
wherever such third-party notices normally appear. The contents
|
|
||||||
of the NOTICE file are for informational purposes only and
|
|
||||||
do not modify the License. You may add Your own attribution
|
|
||||||
notices within Derivative Works that You distribute, alongside
|
|
||||||
or as an addendum to the NOTICE text from the Work, provided
|
|
||||||
that such additional attribution notices cannot be construed
|
|
||||||
as modifying the License.
|
|
||||||
|
|
||||||
You may add Your own copyright statement to Your modifications and
|
|
||||||
may provide additional or different license terms and conditions
|
|
||||||
for use, reproduction, or distribution of Your modifications, or
|
|
||||||
for any such Derivative Works as a whole, provided Your use,
|
|
||||||
reproduction, and distribution of the Work otherwise complies with
|
|
||||||
the conditions stated in this License.
|
|
||||||
|
|
||||||
5. Submission of Contributions. Unless You explicitly state otherwise,
|
|
||||||
any Contribution intentionally submitted for inclusion in the Work
|
|
||||||
by You to the Licensor shall be under the terms and conditions of
|
|
||||||
this License, without any additional terms or conditions.
|
|
||||||
Notwithstanding the above, nothing herein shall supersede or modify
|
|
||||||
the terms of any separate license agreement you may have executed
|
|
||||||
with Licensor regarding such Contributions.
|
|
||||||
|
|
||||||
6. Trademarks. This License does not grant permission to use the trade
|
|
||||||
names, trademarks, service marks, or product names of the Licensor,
|
|
||||||
except as required for reasonable and customary use in describing the
|
|
||||||
origin of the Work and reproducing the content of the NOTICE file.
|
|
||||||
|
|
||||||
7. Disclaimer of Warranty. Unless required by applicable law or
|
|
||||||
agreed to in writing, Licensor provides the Work (and each
|
|
||||||
Contributor provides its Contributions) on an "AS IS" BASIS,
|
|
||||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
|
|
||||||
implied, including, without limitation, any warranties or conditions
|
|
||||||
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
|
|
||||||
PARTICULAR PURPOSE. You are solely responsible for determining the
|
|
||||||
appropriateness of using or redistributing the Work and assume any
|
|
||||||
risks associated with Your exercise of permissions under this License.
|
|
||||||
|
|
||||||
8. Limitation of Liability. In no event and under no legal theory,
|
|
||||||
whether in tort (including negligence), contract, or otherwise,
|
|
||||||
unless required by applicable law (such as deliberate and grossly
|
|
||||||
negligent acts) or agreed to in writing, shall any Contributor be
|
|
||||||
liable to You for damages, including any direct, indirect, special,
|
|
||||||
incidental, or consequential damages of any character arising as a
|
|
||||||
result of this License or out of the use or inability to use the
|
|
||||||
Work (including but not limited to damages for loss of goodwill,
|
|
||||||
work stoppage, computer failure or malfunction, or any and all
|
|
||||||
other commercial damages or losses), even if such Contributor
|
|
||||||
has been advised of the possibility of such damages.
|
|
||||||
|
|
||||||
9. Accepting Warranty or Additional Liability. While redistributing
|
|
||||||
the Work or Derivative Works thereof, You may choose to offer,
|
|
||||||
and charge a fee for, acceptance of support, warranty, indemnity,
|
|
||||||
or other liability obligations and/or rights consistent with this
|
|
||||||
License. However, in accepting such obligations, You may act only
|
|
||||||
on Your own behalf and on Your sole responsibility, not on behalf
|
|
||||||
of any other Contributor, and only if You agree to indemnify,
|
|
||||||
defend, and hold each Contributor harmless for any liability
|
|
||||||
incurred by, or claims asserted against, such Contributor by reason
|
|
||||||
of your accepting any such warranty or additional liability.
|
|
||||||
|
|
||||||
END OF TERMS AND CONDITIONS
|
|
||||||
|
|
||||||
APPENDIX: How to apply the Apache License to your work.
|
|
||||||
|
|
||||||
To apply the Apache License to your work, attach the following
|
|
||||||
boilerplate notice, with the fields enclosed by brackets "[]"
|
|
||||||
replaced with your own identifying information. (Don't include
|
|
||||||
the brackets!) The text should be enclosed in the appropriate
|
|
||||||
comment syntax for the file format. We also recommend that a
|
|
||||||
file or class name and description of purpose be included on the
|
|
||||||
same "printed page" as the copyright notice for easier
|
|
||||||
identification within third-party archives.
|
|
||||||
|
|
||||||
Copyright [yyyy] [name of copyright owner]
|
|
||||||
|
|
||||||
Licensed under the Apache License, Version 2.0 (the "License");
|
|
||||||
you may not use this file except in compliance with the License.
|
|
||||||
You may obtain a copy of the License at
|
|
||||||
|
|
||||||
http://www.apache.org/licenses/LICENSE-2.0
|
|
||||||
|
|
||||||
Unless required by applicable law or agreed to in writing, software
|
|
||||||
distributed under the License is distributed on an "AS IS" BASIS,
|
|
||||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
||||||
See the License for the specific language governing permissions and
|
|
||||||
limitations under the License.
|
|
||||||
|
|
||||||
====================================================================================================
|
|
||||||
This package uses MiniJSON
|
|
||||||
|
|
||||||
Copyright (c) 2013 Calvin Rien
|
|
||||||
|
|
||||||
Based on the JSON parser by Patrick van Bergen
|
|
||||||
http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html
|
|
||||||
|
|
||||||
Simplified it so that it doesn't throw exceptions
|
|
||||||
and can be used in Unity iPhone with maximum code stripping.
|
|
||||||
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining
|
|
||||||
a copy of this software and associated documentation files (the
|
|
||||||
"Software"), to deal in the Software without restriction, including
|
|
||||||
without limitation the rights to use, copy, modify, merge, publish,
|
|
||||||
distribute, sublicense, and/or sell copies of the Software, and to
|
|
||||||
permit persons to whom the Software is furnished to do so, subject to
|
|
||||||
the following conditions:
|
|
||||||
|
|
||||||
The above copyright notice and this permission notice shall be
|
|
||||||
included in all copies or substantial portions of the Software.
|
|
||||||
|
|
||||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
|
||||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
||||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
|
||||||
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
|
||||||
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
|
||||||
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
|
||||||
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 8eecd69617bb46e28e67b904a04a18b1
|
|
||||||
labels:
|
|
||||||
- gvh
|
|
||||||
- gvh_version-6.1.2
|
|
||||||
- gvhp_exportpath-ExternalDependencyManager/Editor/LICENSE
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,768 +0,0 @@
|
|||||||
External Dependency Manager for Unity
|
|
||||||
========
|
|
||||||
|
|
||||||
# Overview
|
|
||||||
|
|
||||||
The External Dependency Manager for Unity (EDM4U)
|
|
||||||
(formerly Play Services Resolver / Jar Resolver) is intended to be used by any
|
|
||||||
Unity plugin that requires:
|
|
||||||
|
|
||||||
* Android specific libraries (e.g
|
|
||||||
[AARs](https://developer.android.com/studio/projects/android-library.html)).
|
|
||||||
* iOS [CocoaPods](https://cocoapods.org/).
|
|
||||||
* Version management of transitive dependencies.
|
|
||||||
* Management of Package Manager (PM) Registries.
|
|
||||||
|
|
||||||
Updated releases are available on
|
|
||||||
[GitHub](https://github.com/googlesamples/unity-jar-resolver)
|
|
||||||
|
|
||||||
# Background
|
|
||||||
|
|
||||||
Many Unity plugins have dependencies upon Android specific libraries, iOS
|
|
||||||
CocoaPods, and sometimes have transitive dependencies upon other Unity plugins.
|
|
||||||
This causes the following problems:
|
|
||||||
|
|
||||||
* Integrating platform specific (e.g Android and iOS) libraries within a
|
|
||||||
Unity project can be complex and a burden on a Unity plugin maintainer.
|
|
||||||
* The process of resolving conflicting dependencies on platform specific
|
|
||||||
libraries is pushed to the developer attempting to use a Unity plugin.
|
|
||||||
The developer trying to use you plugin is very likely to give up when
|
|
||||||
faced with Android or iOS specific build errors.
|
|
||||||
* The process of resolving conflicting Unity plugins (due to shared Unity
|
|
||||||
plugin components) is pushed to the developer attempting to use your Unity
|
|
||||||
plugin. In an effort to resolve conflicts, the developer will very likely
|
|
||||||
attempt to resolve problems by deleting random files in your plugin,
|
|
||||||
report bugs when that doesn't work and finally give up.
|
|
||||||
|
|
||||||
EDM provides solutions for each of these problems.
|
|
||||||
|
|
||||||
## Android Dependency Management
|
|
||||||
|
|
||||||
The *Android Resolver* component of this plugin will download and integrate
|
|
||||||
Android library dependencies and handle any conflicts between plugins that share
|
|
||||||
the same dependencies.
|
|
||||||
|
|
||||||
Without the Android Resolver, typically Unity plugins bundle their AAR and
|
|
||||||
JAR dependencies, e.g. a Unity plugin `SomePlugin` that requires the Google
|
|
||||||
Play Games Android library would redistribute the library and its transitive
|
|
||||||
dependencies in the folder `SomePlugin/Android/`. When a user imports
|
|
||||||
`SomeOtherPlugin` that includes the same libraries (potentially at different
|
|
||||||
versions) in `SomeOtherPlugin/Android/`, the developer using `SomePlugin` and
|
|
||||||
`SomeOtherPlugin` will see an error when building for Android that can be hard
|
|
||||||
to interpret.
|
|
||||||
|
|
||||||
Using the Android Resolver to manage Android library dependencies:
|
|
||||||
|
|
||||||
* Solves Android library conflicts between plugins.
|
|
||||||
* Handles all of the various processing steps required to use Android
|
|
||||||
libraries (AARs, JARs) in Unity 4.x and above projects. Almost all
|
|
||||||
versions of Unity have - at best - partial support for AARs.
|
|
||||||
* (Experimental) Supports minification of included Java components without
|
|
||||||
exporting a project.
|
|
||||||
|
|
||||||
## iOS Dependency Management
|
|
||||||
|
|
||||||
The *iOS Resolver* component of this plugin integrates with
|
|
||||||
[CocoaPods](https://cocoapods.org/) to download and integrate iOS libraries
|
|
||||||
and frameworks into the Xcode project Unity generates when building for iOS.
|
|
||||||
Using CocoaPods allows multiple plugins to utilize shared components without
|
|
||||||
forcing developers to fix either duplicate or incompatible versions of
|
|
||||||
libraries included through multiple Unity plugins in their project.
|
|
||||||
|
|
||||||
## Package Manager Registry Setup
|
|
||||||
|
|
||||||
The [Package Manager](https://docs.unity3d.com/Manual/Packages.html)
|
|
||||||
(PM) makes use of [NPM](https://www.npmjs.com/) registry servers for package
|
|
||||||
hosting and provides ways to discover, install, upgrade and uninstall packages.
|
|
||||||
This makes it easier for developers to manage plugins within their projects.
|
|
||||||
|
|
||||||
However, installing additional package registries requires a few manual steps
|
|
||||||
that can potentially be error prone. The *Package Manager Resolver*
|
|
||||||
component of this plugin integrates with
|
|
||||||
[PM](https://docs.unity3d.com/Manual/Packages.html) to provide a way to
|
|
||||||
auto-install PM package registries when a `.unitypackage` is installed which
|
|
||||||
allows plugin maintainers to ship a `.unitypackage` that can provide access
|
|
||||||
to their own PM registry server to make it easier for developers to
|
|
||||||
manage their plugins.
|
|
||||||
|
|
||||||
## Unity Plugin Version Management
|
|
||||||
|
|
||||||
Finally, the *Version Handler* component of this plugin simplifies the process
|
|
||||||
of managing transitive dependencies of Unity plugins and each plugin's upgrade
|
|
||||||
process.
|
|
||||||
|
|
||||||
For example, without the Version Handler plugin, if:
|
|
||||||
|
|
||||||
* Unity plugin `SomePlugin` includes `EDM4U` plugin at
|
|
||||||
version 1.1.
|
|
||||||
* Unity plugin `SomeOtherPlugin` includes `EDM4U`
|
|
||||||
plugin at version 1.2.
|
|
||||||
|
|
||||||
The version of `EDM4U` included in the developer's project depends upon the
|
|
||||||
order the developer imports `SomePlugin` or `SomeOtherPlugin`.
|
|
||||||
|
|
||||||
This results in:
|
|
||||||
|
|
||||||
* `EDM4U` at version 1.2, if `SomePlugin` is imported then `SomeOtherPlugin`
|
|
||||||
is imported.
|
|
||||||
* `EDM4U` at version 1.1, if `SomeOtherPlugin` is imported then
|
|
||||||
`SomePlugin` is imported.
|
|
||||||
|
|
||||||
The Version Handler solves the problem of managing transitive dependencies by:
|
|
||||||
|
|
||||||
* Specifying a set of packaging requirements that enable a plugin at
|
|
||||||
different versions to be imported into a Unity project.
|
|
||||||
* Providing activation logic that selects the latest version of a plugin
|
|
||||||
within a project.
|
|
||||||
|
|
||||||
When using the Version Handler to manage `EDM4U` included in `SomePlugin` and
|
|
||||||
`SomeOtherPlugin`, from the prior example, version 1.2 will always be the
|
|
||||||
version activated in a developer's Unity project.
|
|
||||||
|
|
||||||
Plugin creators are encouraged to adopt this library to ease integration for
|
|
||||||
their customers. For more information about integrating EDM4U
|
|
||||||
into your own plugin, see the [Plugin Redistribution](#plugin-redistribution)
|
|
||||||
section of this document.
|
|
||||||
|
|
||||||
# Analytics
|
|
||||||
|
|
||||||
The External Dependency Manager for Unity plugin by default logs usage to Google
|
|
||||||
Analytics. The purpose of the logging is to quantitatively measure the usage of
|
|
||||||
functionality, to gather reports on integration failures and to inform future
|
|
||||||
improvements to the developer experience of the External Dependency Manager
|
|
||||||
plugin. Note that the analytics collected are limited to the scope of the EDM4U
|
|
||||||
plugin’s usage.
|
|
||||||
|
|
||||||
For details of what is logged, please refer to the usage of
|
|
||||||
`EditorMeasurement.Report()` in the source code.
|
|
||||||
|
|
||||||
# Requirements
|
|
||||||
|
|
||||||
The *Android Resolver* and *iOS Resolver* components of the plugin only work
|
|
||||||
with Unity version 4.6.8 or higher.
|
|
||||||
|
|
||||||
The *Version Handler* component only works with Unity 5.x or higher as it
|
|
||||||
depends upon the `PluginImporter` UnityEditor API.
|
|
||||||
|
|
||||||
The *Package Manager Resolver* component only works with
|
|
||||||
Unity 2018.4 or above, when
|
|
||||||
[scoped registry](https://docs.unity3d.com/Manual/upm-scoped.html)
|
|
||||||
support was added to the Package Manager.
|
|
||||||
|
|
||||||
# Getting Started
|
|
||||||
|
|
||||||
Before you import EDM4U into your plugin project, you first
|
|
||||||
need to consider whether you intend to *redistribute* `EDM4U`
|
|
||||||
along with your own plugin.
|
|
||||||
|
|
||||||
## Plugin Redistribution
|
|
||||||
|
|
||||||
If you're a plugin maintainer, redistributing `EDM4U` inside your own plugin
|
|
||||||
will ease the integration process for your users, by resolving dependency
|
|
||||||
conflicts between your plugin and other plugins in a user's project.
|
|
||||||
|
|
||||||
If you wish to redistribute `EDM4U` inside your plugin,
|
|
||||||
you **must** follow these steps when importing the
|
|
||||||
`external-dependency-manager-*.unitypackage`, and when exporting your own plugin
|
|
||||||
package:
|
|
||||||
|
|
||||||
1. Import the `external-dependency-manager-*.unitypackage` into your plugin
|
|
||||||
project by
|
|
||||||
[running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), ensuring that
|
|
||||||
you add the `-gvh_disable` option.
|
|
||||||
1. Export your plugin by [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), ensuring that
|
|
||||||
you:
|
|
||||||
- Include the contents of the `Assets/PlayServicesResolver` and
|
|
||||||
`Assets/ExternalDependencyManager` directory.
|
|
||||||
- Add the `-gvh_disable` option.
|
|
||||||
|
|
||||||
You **must** specify the `-gvh_disable` option in order for the Version
|
|
||||||
Handler to work correctly!
|
|
||||||
|
|
||||||
For example, the following command will import the
|
|
||||||
`external-dependency-manager-1.2.46.0.unitypackage` into the project
|
|
||||||
`MyPluginProject` and export the entire Assets folder to
|
|
||||||
`MyPlugin.unitypackage`:
|
|
||||||
|
|
||||||
```
|
|
||||||
Unity -gvh_disable \
|
|
||||||
-batchmode \
|
|
||||||
-importPackage external-dependency-manager-1.2.46.0.unitypackage \
|
|
||||||
-projectPath MyPluginProject \
|
|
||||||
-exportPackage Assets MyPlugin.unitypackage \
|
|
||||||
-quit
|
|
||||||
```
|
|
||||||
|
|
||||||
### Background
|
|
||||||
|
|
||||||
The *Version Handler* component relies upon deferring the load of editor DLLs
|
|
||||||
so that it can run first and determine the latest version of a plugin component
|
|
||||||
to activate. The build of `EDM4U` plugin has Unity asset metadata that is
|
|
||||||
configured so that the editor components are not initially enabled when it's
|
|
||||||
imported into a Unity project. To maintain this configuration when importing
|
|
||||||
the `external-dependency-manager.unitypackage` into a Unity plugin project, you
|
|
||||||
*must* specify the command line option `-gvh_disable` which will prevent the
|
|
||||||
Version Handler component from running and changing the Unity asset metadata.
|
|
||||||
|
|
||||||
# Android Resolver Usage
|
|
||||||
|
|
||||||
The Android Resolver copies specified dependencies from local or remote Maven
|
|
||||||
repositories into the Unity project when a user selects Android as the build
|
|
||||||
target in the Unity editor.
|
|
||||||
|
|
||||||
1. Add the `external-dependency-manager-*.unitypackage` to your plugin
|
|
||||||
project (assuming you are developing a plugin). If you are redistributing
|
|
||||||
EDM4U with your plugin, you **must** follow the
|
|
||||||
import steps in the [Getting Started](#getting-started) section!
|
|
||||||
|
|
||||||
2. Copy and rename the
|
|
||||||
[SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml)
|
|
||||||
file into your plugin and add the dependencies your plugin requires.
|
|
||||||
|
|
||||||
The XML file just needs to be under an `Editor` directory and match the
|
|
||||||
name `*Dependencies.xml`. For example,
|
|
||||||
`MyPlugin/Editor/MyPluginDependencies.xml`.
|
|
||||||
|
|
||||||
3. Follow the steps in the [Getting Started](#getting-started)
|
|
||||||
section when you are exporting your plugin package.
|
|
||||||
|
|
||||||
For example, to add the Google Play Games library
|
|
||||||
(`com.google.android.gms:play-services-games` package) at version `9.8.0` to
|
|
||||||
the set of a plugin's Android dependencies:
|
|
||||||
|
|
||||||
```
|
|
||||||
<dependencies>
|
|
||||||
<androidPackages>
|
|
||||||
<androidPackage spec="com.google.android.gms:play-services-games:9.8.0">
|
|
||||||
<androidSdkPackageIds>
|
|
||||||
<androidSdkPackageId>extra-google-m2repository</androidSdkPackageId>
|
|
||||||
</androidSdkPackageIds>
|
|
||||||
</androidPackage>
|
|
||||||
</androidPackages>
|
|
||||||
</dependencies>
|
|
||||||
```
|
|
||||||
|
|
||||||
The version specification (last component) supports:
|
|
||||||
|
|
||||||
* Specific versions e.g `9.8.0`
|
|
||||||
* Partial matches e.g `9.8.+` would match 9.8.0, 9.8.1 etc. choosing the most
|
|
||||||
recent version.
|
|
||||||
* Latest version using `LATEST` or `+`. We do *not* recommend using this
|
|
||||||
unless you're 100% sure the library you depend upon will not break your
|
|
||||||
Unity plugin in future.
|
|
||||||
|
|
||||||
The above example specifies the dependency as a component of the Android SDK
|
|
||||||
manager such that the Android SDK manager will be executed to install the
|
|
||||||
package if it's not found. If your Android dependency is located on Maven
|
|
||||||
central it's possible to specify the package simply using the `androidPackage`
|
|
||||||
element:
|
|
||||||
|
|
||||||
```
|
|
||||||
<dependencies>
|
|
||||||
<androidPackages>
|
|
||||||
<androidPackage spec="com.google.api-client:google-api-client-android:1.22.0" />
|
|
||||||
</androidPackages>
|
|
||||||
</dependencies>
|
|
||||||
```
|
|
||||||
|
|
||||||
## Auto-resolution
|
|
||||||
|
|
||||||
By default the Android Resolver automatically monitors the dependencies you have
|
|
||||||
specified and the `Plugins/Android` folder of your Unity project. The
|
|
||||||
resolution process runs when the specified dependencies are not present in your
|
|
||||||
project.
|
|
||||||
|
|
||||||
The *auto-resolution* process can be disabled via the
|
|
||||||
`Assets > External Dependency Manager > Android Resolver > Settings` menu.
|
|
||||||
|
|
||||||
Manual resolution can be performed using the following menu options:
|
|
||||||
|
|
||||||
* `Assets > External Dependency Manager > Android Resolver > Resolve`
|
|
||||||
* `Assets > External Dependency Manager > Android Resolver > Force Resolve`
|
|
||||||
|
|
||||||
## Deleting libraries
|
|
||||||
|
|
||||||
Resolved packages are tracked via asset labels by the Android Resolver.
|
|
||||||
They can easily be deleted using the
|
|
||||||
`Assets > External Dependency Manager > Android Resolver > Delete Resolved Libraries`
|
|
||||||
menu item.
|
|
||||||
|
|
||||||
## Android Manifest Variable Processing
|
|
||||||
|
|
||||||
Some AAR files (for example play-services-measurement) contain variables that
|
|
||||||
are processed by the Android Gradle plugin. Unfortunately, Unity does not
|
|
||||||
perform the same processing when using Unity's Internal Build System, so the
|
|
||||||
Android Resolver plugin handles known cases of this variable substitution
|
|
||||||
by exploding the AAR into a folder and replacing `${applicationId}` with the
|
|
||||||
`bundleID`.
|
|
||||||
|
|
||||||
Disabling AAR explosion and therefore Android manifest processing can be done
|
|
||||||
via the `Assets > External Dependency Manager > Android Resolver > Settings`
|
|
||||||
menu. You may want to disable explosion of AARs if you're exporting a project
|
|
||||||
to be built with Gradle / Android Studio.
|
|
||||||
|
|
||||||
## ABI Stripping
|
|
||||||
|
|
||||||
Some AAR files contain native libraries (.so files) for each ABI supported
|
|
||||||
by Android. Unfortunately, when targeting a single ABI (e.g x86), Unity does
|
|
||||||
not strip native libraries for unused ABIs. To strip unused ABIs, the Android
|
|
||||||
Resolver plugin explodes an AAR into a folder and removes unused ABIs to
|
|
||||||
reduce the built APK size. Furthermore, if native libraries are not stripped
|
|
||||||
from an APK (e.g you have a mix of Unity's x86 library and some armeabi-v7a
|
|
||||||
libraries) Android may attempt to load the wrong library for the current
|
|
||||||
runtime ABI completely breaking your plugin when targeting some architectures.
|
|
||||||
|
|
||||||
AAR explosion and therefore ABI stripping can be disabled via the
|
|
||||||
`Assets > External Dependency Manager > Android Resolver > Settings` menu.
|
|
||||||
You may want to disable explosion of AARs if you're exporting a project to be
|
|
||||||
built with Gradle / Android Studio.
|
|
||||||
|
|
||||||
## Resolution Strategies
|
|
||||||
|
|
||||||
By default the Android Resolver will use Gradle to download dependencies prior
|
|
||||||
to integrating them into a Unity project. This works with Unity's internal
|
|
||||||
build system and Gradle / Android Studio project export.
|
|
||||||
|
|
||||||
It's possible to change the resolution strategy via the
|
|
||||||
`Assets > External Dependency Manager > Android Resolver > Settings` menu.
|
|
||||||
|
|
||||||
### Download Artifacts with Gradle
|
|
||||||
|
|
||||||
Using the default resolution strategy, the Android resolver executes the
|
|
||||||
following operations:
|
|
||||||
|
|
||||||
- Remove the result of previous Android resolutions.
|
|
||||||
e.g Delete all files and directories labeled with "gpsr" under
|
|
||||||
`Plugins/Android` from the project.
|
|
||||||
- Collect the set of Android dependencies (libraries) specified by a
|
|
||||||
project's `*Dependencies.xml` files.
|
|
||||||
- Run `download_artifacts.gradle` with Gradle to resolve conflicts and,
|
|
||||||
if successful, download the set of resolved Android libraries (AARs, JARs).
|
|
||||||
- Process each AAR / JAR so that it can be used with the currently selected
|
|
||||||
Unity build system (e.g Internal vs. Gradle, Export vs. No Export).
|
|
||||||
This involves patching each reference to `applicationId` in the
|
|
||||||
AndroidManifest.xml with the project's bundle ID. This means resolution
|
|
||||||
must be run if the bundle ID is changed again.
|
|
||||||
- Move the processed AARs to `Plugins/Android` so they will be included when
|
|
||||||
Unity invokes the Android build.
|
|
||||||
|
|
||||||
### Integrate into mainTemplate.gradle
|
|
||||||
|
|
||||||
Unity 5.6 introduced support for customizing the `build.gradle` used to build
|
|
||||||
Unity projects with Gradle. When the *Patch mainTemplate.gradle* setting is
|
|
||||||
enabled, rather than downloading artifacts before the build, Android resolution
|
|
||||||
results in the execution of the following operations:
|
|
||||||
|
|
||||||
- Remove the result of previous Android resolutions.
|
|
||||||
e.g Delete all files and directories labeled with "gpsr" under
|
|
||||||
`Plugins/Android` from the project and remove sections delimited with
|
|
||||||
`// Android Resolver * Start` and `// Android Resolver * End` lines.
|
|
||||||
- Collect the set of Android dependencies (libraries) specified by a
|
|
||||||
project's `*Dependencies.xml` files.
|
|
||||||
- Rename any `.srcaar` files in the build to `.aar` and exclude them from
|
|
||||||
being included directly by Unity in the Android build as
|
|
||||||
`mainTemplate.gradle` will be patched to include them instead from their
|
|
||||||
local maven repositories.
|
|
||||||
- Inject the required Gradle repositories into `mainTemplate.gradle` at the
|
|
||||||
line matching the pattern
|
|
||||||
`.*apply plugin: 'com\.android\.(application|library)'.*` or the section
|
|
||||||
starting at the line `// Android Resolver Repos Start`.
|
|
||||||
If you want to control the injection point in the file, the section
|
|
||||||
delimited by the lines `// Android Resolver Repos Start` and
|
|
||||||
`// Android Resolver Repos End` should be placed in the global scope
|
|
||||||
before the `dependencies` section.
|
|
||||||
- Inject the required Android dependencies (libraries) into
|
|
||||||
`mainTemplate.gradle` at the line matching the pattern `***DEPS***` or
|
|
||||||
the section starting at the line `// Android Resolver Dependencies Start`.
|
|
||||||
If you want to control the injection point in the file, the section
|
|
||||||
delimited by the lines `// Android Resolver Dependencies Start` and
|
|
||||||
`// Android Resolver Dependencies End` should be placed in the
|
|
||||||
`dependencies` section.
|
|
||||||
- Inject the packaging options logic, which excludes architecture specific
|
|
||||||
libraries based upon the selected build target, into `mainTemplate.gradle`
|
|
||||||
at the line matching the pattern `android +{` or the section starting at
|
|
||||||
the line `// Android Resolver Exclusions Start`.
|
|
||||||
If you want to control the injection point in the file, the section
|
|
||||||
delimited by the lines `// Android Resolver Exclusions Start` and
|
|
||||||
`// Android Resolver Exclusions End` should be placed in the global
|
|
||||||
scope before the `android` section.
|
|
||||||
|
|
||||||
## Dependency Tracking
|
|
||||||
|
|
||||||
The Android Resolver creates the
|
|
||||||
`ProjectSettings/AndroidResolverDependencies.xml` to quickly determine the set
|
|
||||||
of resolved dependencies in a project. This is used by the auto-resolution
|
|
||||||
process to only run the expensive resolution process when necessary.
|
|
||||||
|
|
||||||
## Displaying Dependencies
|
|
||||||
|
|
||||||
It's possible to display the set of dependencies the Android Resolver
|
|
||||||
would download and process in your project via the
|
|
||||||
`Assets > External Dependency Manager > Android Resolver > Display Libraries`
|
|
||||||
menu item.
|
|
||||||
|
|
||||||
# iOS Resolver Usage
|
|
||||||
|
|
||||||
The iOS resolver component of this plugin manages
|
|
||||||
[CocoaPods](https://cocoapods.org/). A CocoaPods `Podfile` is generated and
|
|
||||||
the `pod` tool is executed as a post build process step to add dependencies
|
|
||||||
to the Xcode project exported by Unity.
|
|
||||||
|
|
||||||
Dependencies for iOS are added by referring to CocoaPods.
|
|
||||||
|
|
||||||
1. Add the `external-dependency-manager-*.unitypackage` to your plugin
|
|
||||||
project (assuming you are developing a plugin). If you are redistributing
|
|
||||||
EDM4U with your plugin, you **must** follow the
|
|
||||||
import steps in the [Getting Started](#getting-started) section!
|
|
||||||
|
|
||||||
2. Copy and rename the
|
|
||||||
[SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml)
|
|
||||||
file into your plugin and add the dependencies your plugin requires.
|
|
||||||
|
|
||||||
The XML file just needs to be under an `Editor` directory and match the
|
|
||||||
name `*Dependencies.xml`. For example,
|
|
||||||
`MyPlugin/Editor/MyPluginDependencies.xml`.
|
|
||||||
|
|
||||||
3. Follow the steps in the [Getting Started](#getting-started)
|
|
||||||
section when you are exporting your plugin package.
|
|
||||||
|
|
||||||
For example, to add the AdMob pod, version 7.0 or greater with bitcode enabled:
|
|
||||||
|
|
||||||
```
|
|
||||||
<dependencies>
|
|
||||||
<iosPods>
|
|
||||||
<iosPod name="Google-Mobile-Ads-SDK" version="~> 7.0" bitcodeEnabled="true"
|
|
||||||
minTargetSdk="6.0" addToAllTargets="false" />
|
|
||||||
</iosPods>
|
|
||||||
</dependencies>
|
|
||||||
```
|
|
||||||
|
|
||||||
## Integration Strategies
|
|
||||||
|
|
||||||
The `CocoaPods` are either:
|
|
||||||
* Downloaded and injected into the Xcode project file directly, rather than
|
|
||||||
creating a separate xcworkspace. We call this `Xcode project` integration.
|
|
||||||
* If the Unity version supports opening a xcworkspace file, the `pod` tool
|
|
||||||
is used as intended to generate a xcworkspace which references the
|
|
||||||
CocoaPods. We call this `Xcode workspace` integration.
|
|
||||||
|
|
||||||
The resolution strategy can be changed via the
|
|
||||||
`Assets > External Dependency Manager > iOS Resolver > Settings` menu.
|
|
||||||
|
|
||||||
### Appending text to generated Podfile
|
|
||||||
In order to modify the generated Podfile you can create a script like this:
|
|
||||||
```
|
|
||||||
using System.IO;
|
|
||||||
public class PostProcessIOS : MonoBehaviour {
|
|
||||||
[PostProcessBuildAttribute(45)]//must be between 40 and 50 to ensure that it's not overriden by Podfile generation (40) and that it's added before "pod install" (50)
|
|
||||||
private static void PostProcessBuild_iOS(BuildTarget target, string buildPath)
|
|
||||||
{
|
|
||||||
if (target == BuildTarget.iOS)
|
|
||||||
{
|
|
||||||
|
|
||||||
using (StreamWriter sw = File.AppendText(buildPath + "/Podfile"))
|
|
||||||
{
|
|
||||||
//in this example I'm adding an app extension
|
|
||||||
sw.WriteLine("\ntarget 'NSExtension' do\n pod 'Firebase/Messaging', '6.6.0'\nend");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
# Package Manager Resolver Usage
|
|
||||||
|
|
||||||
Adding registries to the
|
|
||||||
[Package Manager](https://docs.unity3d.com/Manual/Packages.html)
|
|
||||||
(PM) is a manual process. The Package Manager Resolver (PMR) component
|
|
||||||
of this plugin makes it easy for plugin maintainers to distribute new PM
|
|
||||||
registry servers and easy for plugin users to manage PM registry servers.
|
|
||||||
|
|
||||||
## Adding Registries
|
|
||||||
|
|
||||||
1. Add the `external-dependency-manager-*.unitypackage` to your plugin
|
|
||||||
project (assuming you are developing a plugin). If you are redistributing
|
|
||||||
EDM4U with your plugin, you **must** follow the
|
|
||||||
import steps in the [Getting Started](#getting-started) section!
|
|
||||||
|
|
||||||
2. Copy and rename the
|
|
||||||
[SampleRegistries.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/sample/Assets/ExternalDependencyManager/Editor/SampleRegistries.xml)
|
|
||||||
file into your plugin and add the registries your plugin requires.
|
|
||||||
|
|
||||||
The XML file just needs to be under an `Editor` directory and match the
|
|
||||||
name `*Registries.xml` or labeled with `gumpr_registries`. For example,
|
|
||||||
`MyPlugin/Editor/MyPluginRegistries.xml`.
|
|
||||||
|
|
||||||
3. Follow the steps in the [Getting Started](#getting-started)
|
|
||||||
section when you are exporting your plugin package.
|
|
||||||
|
|
||||||
For example, to add a registry for plugins in the scope `com.coolstuff`:
|
|
||||||
|
|
||||||
```
|
|
||||||
<registries>
|
|
||||||
<registry name="Cool Stuff"
|
|
||||||
url="https://unityregistry.coolstuff.com"
|
|
||||||
termsOfService="https://coolstuff.com/unityregistry/terms"
|
|
||||||
privacyPolicy="https://coolstuff.com/unityregistry/privacy">
|
|
||||||
<scopes>
|
|
||||||
<scope>com.coolstuff</scope>
|
|
||||||
</scopes>
|
|
||||||
</registry>
|
|
||||||
</registries>
|
|
||||||
```
|
|
||||||
|
|
||||||
When PMR is loaded it will prompt the developer to add the registry to their
|
|
||||||
project if it isn't already present in the `Packages/manifest.json` file.
|
|
||||||
|
|
||||||
For more information, see Unity's documentation on
|
|
||||||
[scoped package registries](https://docs.unity3d.com/Manual/upm-scoped.html).
|
|
||||||
|
|
||||||
## Managing Registries
|
|
||||||
|
|
||||||
It's possible to add and remove registries that are specified via PMR
|
|
||||||
XML configuration files via the following menu options:
|
|
||||||
|
|
||||||
* `Assets > External Dependency Manager > Package Manager Resolver >
|
|
||||||
Add Registries` will prompt the user with a window which allows them to
|
|
||||||
add registries discovered in the project to the Package Manager.
|
|
||||||
* `Assets > External Dependency Manager > Package Manager Resolver >
|
|
||||||
Remove Registries` will prompt the user with a window which allows them to
|
|
||||||
remove registries discovered in the project from the Package Manager.
|
|
||||||
* `Assets > External Dependency Manager > Package Manager Resolver >
|
|
||||||
Modify Registries` will prompt the user with a window which allows them to
|
|
||||||
add or remove registries discovered in the project.
|
|
||||||
|
|
||||||
## Migration
|
|
||||||
|
|
||||||
PMR can migrate Version Handler packages installed in the `Assets` folder
|
|
||||||
to PM packages. This requires the plugins to implement the following:
|
|
||||||
|
|
||||||
* `.unitypackage` must include a Version Handler manifests that describes
|
|
||||||
the components of the plugin. If the plugin has no dependencies
|
|
||||||
the manifest would just include the files in the plugin.
|
|
||||||
* The PM package JSON provided by the registry must include a keyword
|
|
||||||
(in the `versions.VERSION.keyword` list) that maps the PM package
|
|
||||||
to a Version Handler package using the format
|
|
||||||
`vh-name:VERSION_HANDLER_MANIFEST_NAME` where `VERSION_HANDLER_MANIFEST_NAME`
|
|
||||||
is the name of the manifest defined in the `.unitypackage`. For
|
|
||||||
more information see the description of the `gvhp_manifestname` asset label
|
|
||||||
in the *Version Handler Usage* section.
|
|
||||||
|
|
||||||
When using the `Assets > External Dependency Manager >
|
|
||||||
Package Manager Resolver > Migrate Packages` menu option, PMR then
|
|
||||||
will:
|
|
||||||
|
|
||||||
* List all Version Handler manager packages in the project.
|
|
||||||
* Search all available packages in the PM registries and fetch keywords
|
|
||||||
associated with each package parsing the Version Handler manifest names
|
|
||||||
for each package.
|
|
||||||
* Map each installed Version Handler package to a PM package.
|
|
||||||
* Prompt the user to migrate the discovered packages.
|
|
||||||
* Perform package migration for all selected packages if the user clicks
|
|
||||||
the `Apply` button.
|
|
||||||
|
|
||||||
## Configuration
|
|
||||||
|
|
||||||
PMR can be configured via the `Assets > External Dependency Manager >
|
|
||||||
Package Manager Resolver > Settings` menu option:
|
|
||||||
|
|
||||||
* `Add package registries` when enabled, when the plugin loads or registry
|
|
||||||
configuration files change, this will prompt the user to add registries
|
|
||||||
that are not present in the Package Manager.
|
|
||||||
* `Prompt to add package registries` will cause a developer to be prompted
|
|
||||||
with a window that will ask for confirmation before adding registries.
|
|
||||||
When this is disabled registries are added silently to the project.
|
|
||||||
* `Prompt to migrate packages` will cause a developer to be prompted
|
|
||||||
with a window that will ask for confirmation before migrating packages
|
|
||||||
installed in the `Assets` directory to PM packages.
|
|
||||||
* `Enable Analytics Reporting` when enabled, reports the use of the plugin
|
|
||||||
to the developers so they can make imrpovements.
|
|
||||||
* `Verbose logging` when enabled prints debug information to the console
|
|
||||||
which can be useful when filing bug reports.
|
|
||||||
|
|
||||||
# Version Handler Usage
|
|
||||||
|
|
||||||
The Version Handler component of this plugin manages:
|
|
||||||
|
|
||||||
* Shared Unity plugin dependencies.
|
|
||||||
* Upgrading Unity plugins by cleaning up old files from previous versions.
|
|
||||||
* Uninstallation of plugins that are distributed with manifest files.
|
|
||||||
* Restoration of plugin assets to their original install locations if assets
|
|
||||||
are tagged with the `exportpath` label.
|
|
||||||
|
|
||||||
Since the Version Handler needs to modify Unity asset metadata (`.meta` files),
|
|
||||||
to enable / disable components, rename and delete asset files it does not
|
|
||||||
work with Package Manager installed packages. It's still possible to
|
|
||||||
include EDM4U in Package Manager packages, the Version Handler component
|
|
||||||
simply won't do anything to PM plugins in this case.
|
|
||||||
|
|
||||||
## Using Version Handler Managed Plugins
|
|
||||||
|
|
||||||
If a plugin is imported at multiple different versions into a project, if
|
|
||||||
the Version Handler is enabled, it will automatically check all managed
|
|
||||||
assets to determine the set of assets that are out of date and assets that
|
|
||||||
should be removed. To disable automatic checking managed assets disable
|
|
||||||
the `Enable version management` option in the
|
|
||||||
`Assets > External Dependency Manager > Version Handler > Settings` menu.
|
|
||||||
|
|
||||||
If version management is disabled, it's possible to check managed assets
|
|
||||||
manually using the
|
|
||||||
`Assets > External Dependency Manager > Version Handler > Update` menu option.
|
|
||||||
|
|
||||||
### Listing Managed Plugins
|
|
||||||
|
|
||||||
Plugins managed by the Version Handler, those that ship with manifest files,
|
|
||||||
can displayed using the `Assets > External Dependency Manager >
|
|
||||||
Version Handler > Display Managed Packages` menu option. The list of plugins
|
|
||||||
are written to the console window along with the set of files used by each
|
|
||||||
plugin.
|
|
||||||
|
|
||||||
### Uninstalling Managed Plugins
|
|
||||||
|
|
||||||
Plugins managed by the Version Handler, those that ship with manifest files,
|
|
||||||
can be removed using the `Assets > External Dependency Manager >
|
|
||||||
Version Handler > Uninstall Managed Packages` menu option. This operation
|
|
||||||
will display a window that allows a developer to select a set of plugins to
|
|
||||||
remove which will remove all files owned by each plugin excluding those that
|
|
||||||
are in use by other installed plugins.
|
|
||||||
|
|
||||||
Files managed by the Version Handler, those labeled with the `gvh` asset label,
|
|
||||||
can be checked to see whether anything needs to be upgraded, disabled or
|
|
||||||
removed using the `Assets > External Dependency Manager >
|
|
||||||
Version Handler > Update` menu option.
|
|
||||||
|
|
||||||
### Restore Install Paths
|
|
||||||
|
|
||||||
Some developers move assets around in their project which can make it
|
|
||||||
harder for plugin maintainers to debug issues if this breaks Unity's
|
|
||||||
[special folders](https://docs.unity3d.com/Manual/SpecialFolders.html) rules.
|
|
||||||
If assets are labeled with their original install / export path
|
|
||||||
(see `gvhp_exportpath` below), Version Handler can restore assets to their
|
|
||||||
original locations when using the `Assets > External Dependency Manager >
|
|
||||||
Version Handler > Move Files To Install Locations` menu option.
|
|
||||||
|
|
||||||
### Settings
|
|
||||||
|
|
||||||
Some behavior of the Version Handler can be configured via the
|
|
||||||
`Assets > External Dependency Manager > Version Handler > Settings` menu
|
|
||||||
option.
|
|
||||||
|
|
||||||
* `Enable version management` controls whether the plugin should automatically
|
|
||||||
check asset versions and apply changes. If this is disabled the process
|
|
||||||
should be run manually when installing or upgrading managed plugins using
|
|
||||||
`Assets > External Dependency Manager > Version Handler > Update`.
|
|
||||||
* `Rename to canonical filenames` is a legacy option that will rename files to
|
|
||||||
remove version numbers and other labels from filenames.
|
|
||||||
* `Prompt for obsolete file deletion` enables the display of a window when
|
|
||||||
obsolete files are deleted allowing the developer to select which files to
|
|
||||||
delete and those to keep.
|
|
||||||
* `Allow disabling files via renaming` controls whether obsolete or disabled
|
|
||||||
files should be disabled by renaming them to `myfilename_DISABLED`.
|
|
||||||
Renaming to disable files is required in some scenarios where Unity doesn't
|
|
||||||
support removing files from the build via the PluginImporter.
|
|
||||||
* `Enable Analytics Reporting` enables / disables usage reporting to plugin
|
|
||||||
developers to improve the product.
|
|
||||||
* `Verbose logging` enables _very_ noisy log output that is useful for
|
|
||||||
debugging while filing a bug report or building a new managed plugin.
|
|
||||||
* `Use project settings` saves settings for the plugin in the project rather
|
|
||||||
than system-wide.
|
|
||||||
|
|
||||||
## Redistributing a Managed Plugin
|
|
||||||
|
|
||||||
The Version Handler employs a couple of methods for managing version
|
|
||||||
selection, upgrade and removal of plugins.
|
|
||||||
|
|
||||||
* Each plugin can ship with a manifest file that lists the files it includes.
|
|
||||||
This makes it possible for Version Handler to calculate the difference
|
|
||||||
in assets between the most recent release of a plugin and the previous
|
|
||||||
release installed in a project. If a files are removed the Version Handler
|
|
||||||
will prompt the user to clean up obsolete files.
|
|
||||||
* Plugins can ship using assets with unique names, unique GUIDs and version
|
|
||||||
number labels. Version numbers can be attached to assets using labels or
|
|
||||||
added to the filename (e.g `myfile.txt` would be `myfile_version-x.y.z.txt).
|
|
||||||
This allows the Version Handler to determine which set of files are the
|
|
||||||
same file at different versions, select the most recent version and prompt
|
|
||||||
the developer to clean up old versions.
|
|
||||||
|
|
||||||
Unity plugins can be managed by the Version Handler using the following steps:
|
|
||||||
|
|
||||||
1. Add the `gvh` asset label to each asset (file) you want Version Handler
|
|
||||||
to manage.
|
|
||||||
1. Add the `gvh_version-VERSION` label to each asset where `VERSION` is the
|
|
||||||
version of the plugin you're releasing (e.g 1.2.3).
|
|
||||||
1. Add the `gvhp_exportpath-PATH` label to each asset where `PATH` is the
|
|
||||||
export path of the file when the `.unitypackage` is created. This is
|
|
||||||
used to track files if they're moved around in a project by developers.
|
|
||||||
1. Optional: Add `gvh_targets-editor` label to each editor DLL in your
|
|
||||||
plugin and disable `editor` as a target platform for the DLL.
|
|
||||||
The Version Handler will enable the most recent version of this DLL when
|
|
||||||
the plugin is imported.
|
|
||||||
1. Optional: If your plugin is included in other Unity plugins, you should
|
|
||||||
add the version number to each filename and change the GUID of each asset.
|
|
||||||
This allows multiple versions of your plugin to be imported into a Unity
|
|
||||||
project, with the Version Handler component activating only the most
|
|
||||||
recent version.
|
|
||||||
1. Create a manifest text file named `MY_UNIQUE_PLUGIN_NAME_VERSION.txt`
|
|
||||||
that lists all the files in your plugin relative to the project root.
|
|
||||||
Then add the `gvh_manifest` label to the asset to indicate this file is
|
|
||||||
a plugin manifest.
|
|
||||||
1. Optional: Add a `gvhp_manifestname-NAME` label to your manifest file
|
|
||||||
to provide a human readable name for your package. If this isn't provided
|
|
||||||
the name of the manifest file will be used as the package name.
|
|
||||||
NAME can match the pattern `[0-9]+[a-zA-Z -]' where a leading integer
|
|
||||||
will set the priority of the name where `0` is the highest priority
|
|
||||||
and preferably used as the display name. The lowest value (i.e highest
|
|
||||||
priority name) will be used as the display name and all other specified
|
|
||||||
names will be aliases of the display name. Aliases can refer to previous
|
|
||||||
names of the package allowing renaming across published versions.
|
|
||||||
1. Redistribute EDM4U Unity plugin with your plugin.
|
|
||||||
See the [Plugin Redistribution](#plugin-redistribution) for the details.
|
|
||||||
|
|
||||||
If you follow these steps:
|
|
||||||
|
|
||||||
* When users import a newer version of your plugin, files referenced by the
|
|
||||||
older version's manifest are cleaned up.
|
|
||||||
* The latest version of the plugin will be selected when users import
|
|
||||||
multiple packages that include your plugin, assuming the steps in
|
|
||||||
[Plugin Redistribution](#plugin-redistribution) are followed.
|
|
||||||
|
|
||||||
# Building from Source
|
|
||||||
|
|
||||||
To build this plugin from source you need the following tools installed:
|
|
||||||
* Unity (with iOS and Android modules installed)
|
|
||||||
|
|
||||||
You can build the plugin by running the following from your shell
|
|
||||||
(Linux / OSX):
|
|
||||||
|
|
||||||
```
|
|
||||||
./gradlew build
|
|
||||||
```
|
|
||||||
|
|
||||||
or Windows:
|
|
||||||
|
|
||||||
```
|
|
||||||
./gradlew.bat build
|
|
||||||
```
|
|
||||||
|
|
||||||
# Releasing
|
|
||||||
|
|
||||||
Each time a new build of this plugin is checked into the source tree you
|
|
||||||
need to do the following:
|
|
||||||
|
|
||||||
* Bump the plugin version variable `pluginVersion` in `build.gradle`
|
|
||||||
* Update `CHANGELOG.md` with the new version number and changes included in
|
|
||||||
the release.
|
|
||||||
* Build the release using `./gradlew release` which performs the following:
|
|
||||||
* Updates `external-dependency-manager-*.unitypackage`
|
|
||||||
* Copies the unpacked plugin to the `exploded` directory.
|
|
||||||
* Updates template metadata files in the `plugin` directory.
|
|
||||||
The GUIDs of all asset metadata is modified due to the version number
|
|
||||||
change. Each file within the plugin is versioned to allow multiple
|
|
||||||
versions of the plugin to be imported into a Unity project which allows
|
|
||||||
the most recent version to be activated by the Version Handler
|
|
||||||
component.
|
|
||||||
* Create release commit using `./gradlew gitCreateReleaseCommit` which
|
|
||||||
performs `git commit -a -m "description from CHANGELOG.md"`
|
|
||||||
* Once the release commit is merge, tag the release using
|
|
||||||
`./gradlew gitTagRelease` which performs the following:
|
|
||||||
* `git tag -a pluginVersion -m "version RELEASE"` to tag the release.
|
|
||||||
* Update tags on remote branch using `git push --tag REMOTE HEAD:master`
|
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|
|
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