#!/usr/bin/env bash # # Set project path # UNITY_PROJECT_PATH="$GITHUB_WORKSPACE/$PROJECT_PATH" echo "Using project path \"$UNITY_PROJECT_PATH\"." # # Display the name for the build, doubles as the output name # echo "Using build name \"$BUILD_NAME\"." # # Display the build's target platform; # echo "Using build target \"$BUILD_TARGET\"." # # Display build path and file # echo "Using build path \"$BUILD_PATH\" to save file \"$BUILD_FILE\"." BUILD_PATH_FULL="$GITHUB_WORKSPACE/$BUILD_PATH" CUSTOM_BUILD_PATH="$BUILD_PATH_FULL/$BUILD_FILE" # # Set the build method, must reference one of: # # - # - # # For example: `BuildCommand.PerformBuild` # # The method must be declared static and placed in project/Assets/Editor # if [ -z "$BUILD_METHOD" ]; then # User has not provided their own build command. # # Use the script from this action which builds the scenes that are enabled in # the project. # echo "Using built-in build method." # Create Editor directory if it does not exist mkdir -p "$UNITY_PROJECT_PATH/Assets/Editor/" # Copy the build script of Unity Builder action cp -R "/UnityBuilderAction/Assets/Editor/" "$UNITY_PROJECT_PATH/Assets/Editor/" # Set the Build method to that of UnityBuilder Action BUILD_METHOD="UnityBuilderAction.Builder.BuildProject" # Verify recursive paths ls -Ralph "$UNITY_PROJECT_PATH/Assets/Editor/" # else # User has provided their own build method. # Assume they also bring their own script. # echo "Using build method \"$BUILD_METHOD\"." # fi # # Create Android keystore, if needed # if [[ -z $ANDROID_KEYSTORE_NAME || -z $ANDROID_KEYSTORE_BASE64 ]]; then echo "Not creating Android keystore." else echo "$ANDROID_KEYSTORE_BASE64" | base64 --decode > "$UNITY_PROJECT_PATH/$ANDROID_KEYSTORE_NAME" echo "Created Android keystore." fi # # Display custom parameters # echo "Using custom parameters $CUSTOM_PARAMETERS." # The build specification below may require Unity 2019.2.11f1 or later (not tested below). # Reference: https://docs.unity3d.com/2019.3/Documentation/Manual/CommandLineArguments.html # # Build info # echo "" echo "###########################" echo "# Current build dir #" echo "###########################" echo "" echo "Creating \"$BUILD_PATH_FULL\" if it does not exist." mkdir -p "$BUILD_PATH_FULL" ls -alh "$BUILD_PATH_FULL" echo "" echo "###########################" echo "# Project directory #" echo "###########################" echo "" ls -alh $UNITY_PROJECT_PATH echo "" echo "###########################" echo "# Building platform #" echo "###########################" echo "" unity-editor \ -nographics \ -logfile /dev/stdout \ -quit \ -customBuildName "$BUILD_NAME" \ -projectPath "$UNITY_PROJECT_PATH" \ -buildTarget "$BUILD_TARGET" \ -customBuildTarget "$BUILD_TARGET" \ -customBuildPath "$CUSTOM_BUILD_PATH" \ -executeMethod "$BUILD_METHOD" \ -buildVersion "$VERSION" \ -androidVersionCode "$ANDROID_VERSION_CODE" \ -androidKeystoreName "$ANDROID_KEYSTORE_NAME" \ -androidKeystorePass "$ANDROID_KEYSTORE_PASS" \ -androidKeyaliasName "$ANDROID_KEYALIAS_NAME" \ -androidKeyaliasPass "$ANDROID_KEYALIAS_PASS" \ $CUSTOM_PARAMETERS # Catch exit code BUILD_EXIT_CODE=$? # Display results if [ $BUILD_EXIT_CODE -eq 0 ]; then echo "Build succeeded"; else echo "Build failed, with exit code $BUILD_EXIT_CODE"; fi # Add permissions to make app runnable if [[ "$BUILD_TARGET" == "StandaloneOSX" ]]; then ADD_PERMISSIONS_PATH=$BUILD_PATH_FULL/StandaloneOSX.app/Contents/MacOS/* echo "Making the following path executable: $ADD_PERMISSIONS_PATH" chmod +x $ADD_PERMISSIONS_PATH fi # # Results # echo "" echo "###########################" echo "# Build directory #" echo "###########################" echo "" ls -alh "$BUILD_PATH_FULL"