The only thing that needs to be done manually is placing the build in the right directory, and uploading the final package via Application Loader. RepeatForUpdatedBuild -q -t appstore -i 'TEAM NAME (XXXXXXXXXX)' -s deep Here is an example of a fully automated process:ĪTTENTION: This is no shortcut to set up the steps by hand!ĭO NOT RUN IF YOU HAVE NOT FINISHED THE STEPS PluginsReplaceBundleId -h to see automation options. When you need to run the script over and over again, or you want to automate this process for future builds, call. Script that calls all the other scripts to speed up preparing updates and creating new builds. Builds signed package for either Appstore, Development or Distribution outside Appstore (installer or zip).Signs all code with your entitlements.Copies the correct provisioning profile as embedded.provisionprofile to “BUILD/Contents/” depending on Appstore, Development or Distribution choice.Create a version folder structure for your builds in 7_Distribution/.Opens all bundles in the plugins folder and replaces the BundleIdentifier value with yours. Takes the adjusted ist and finds your BundleIdentifier. CopyPlistĬopies your manually updated ist from “4_InfoPlist/” to “BUILD/Contents/” PluginsReplaceBundleId ist is copied from “BUILD/Contents/” to “4_InfoPlist/” so you can update it manually once and reuse it after. Script to Delete meta files in “BUILD/Contents/Plugins/plugin_x” ImportPlist OSX IconĬreates PlayerIcon.icns & UnityPlayerIcon.png from single png file and placed them in BUILD/Contents/resources/ Delete Meta Files We will not describe all of those, but you can view the script to see what is happening. As everything is automated there are also failsafes in place for overwriting or to check if needed files are present. If you already have all the necessaries you can place them in their respective directories, following the table below and run “RepeatForUpdatedBuild” WHATĠ_BeforeYouBuild/ProvisioningProfiles/Development/Ġ_BeforeYouBuild/ProvisioningProfiles/Appstore/Ġ_BeforeYouBuild/ProvisioningProfiles/Developer/Īll scripts (and todos) are described in more detail in each folder. But you need to finish the steps so all the data used is correct otherwise problems will arise. After you finished the steps a first time you can just run “RepeatForUpdatedBuild” to quickly repeat the whole process. In each folder you will find instructions to deal with the problem at hand in chronology. MacOS Version History INSTRUCTIONS You’re new at this?įor a first build just follow all the steps. If you are supporting users on Mavericks make sure you have added OpenGlCore Graphics Library otherwise if you only use Metal you can set the Minimum system version to 10.10.0 in your ist (see chapter ist) If you are developing for more Platforms and like us want to use Purchasing in them, just wrap the code for initialising (in unitypurchasing) in platform dependant directives. We decided to leave IAP behind though and disable Purchasing altogether. Place this on an object that will live throughout your game/app. Below is currently the only fix I have found taken from this Issue. We are not 100% sure if it has something to do with our setup or not, so just see if your build closes properly, if it does ignore this. When quitting your build either takes up to 10 seconds to close or outright crashes. There is a bug with OSX/MacOS and Unitypurchasing. Change Current Version to 025C0407 (check the value at Webkit).Change Command Data to 0000000C (with our build data already had this value).Notice the command size is 88, we need to find a same length framework to replace it, we’ll use Webkit.So don’t upgrade until this is fixed ( fixed in 2018.3 and up). There seems to be a bug with Unity 2018 which will have your bundle rejected because of gamekit. UNITY THREAD BUGS Unity 2018 Results in Apple rejection iCloud, Building for outside the Appstore, … ) Things also change often so if you notice a mistake don’t hesitate to tell in the thread below. We delivered builds to the Appstore using this script but beyond that it is possible that some things are not correct (e.g. Workflow to automate and guide people in delivering Unity builds for macOS. Unity-Apple-Distribution-Workflow UNITY APPLE DISTRIBUTION WORKFLOW
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