Unity IOS 通过命令行导出IPA
新建一个文件然后输入如下内容
#!/usr/bin/env sh
/Applications/Unity/Hub/Editor/2020.1.5f1c1/Unity.app/Contents/MacOS/Unity -quit -batchmode -projectPath /Users/zyt/Test -executeMethod Test.BuildEditor.BuildApp
cd /Users/zyt/Test/Xcode/unity-xcode
xcodebuild clean -project Unity-iPhone.xcodeproj -alltargets
xcodebuild -project Unity-iPhone.xcodeproj -scheme Unity-iPhone -destination generic/platform=ios archive -archivePath /Users/zyt/Desktop/Ipa/Unity-iPhone.xcarchive
xcodebuild -exportArchive -archivePath /Users/zyt/Desktop/hoc/Unity-iPhone.xcarchive -exportPath /Users/zyt/Desktop/hoc/test -exportOptionsPlist /Users/zyt/Test/Xcode/unity-xcode/Info.plist
该行命令就是MacOS Unity app的路径 根据自身版本进行更改
该行命令是Unity的项目工程目录 Assets级别
该行命令 Test是命名空间有则写 没有则去掉 BuildEditor是脚本名字 BuildApp是函数名字 由该脚本进行Unity 资源打包以及自动化出XCode工程
该行命令是进入到Xcode工目录
该行命令清除掉Xcode的缓存
xcodebuild -project Unity-iPhone.xcodeproj -scheme Unity-iPhone -destination generic/platform=ios archive -archivePath /Users/zyt/Desktop/Ipa/Unity-iPhone.xcarchive
该行命令是导出Archive缓存文件
Unity-iPhone.xcodeproj
就是Xcode项目的名称
-scheme Unity-iPhone
就是打包的场景
-archivePath /Users/zyt/Desktop/Ipa/Unity-iPhone.xcarchive
就是Archive缓存文件存放的路径
xcodebuild -exportArchive -archivePath /Users/zyt/Desktop/hoc/Unity-iPhone.xcarchive -exportPath /Users/zyt/Desktop/hoc/test -exportOptionsPlist /Users/zyt/Test/Xcode/unity-xcode/Info.plist
该行命令是导出Ipa文件
-archivePath /Users/zyt/Desktop/hoc/Unity-iPhone.xcarchive
这个就是刚刚导出的Archive文件的路径
-exportPath /Users/zyt/Desktop/hoc/test
这个就是导出的Ipa存放目录 没有会新建
-exportOptionsPlist /Users/zyt/Test/Xcode/unity-xcode/Info.plist
这个就是Xcode里面的.plist文件 填入路径即可
Unity脚本如下
using System;
using System.IO;
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEngine;
namespace Test
{public class BuildEditor{[MenuItem("Build/Build")]public static void BuildApp(){BuildGameRes();
#if UNITY_ANDROIDBuild_Apk();
#elseBuild_Ipa();
#endif}private static void BuildGameRes(){//写自己的资源打包}private static void Build_Apk(){PlayerSettings.Android.keystoreName = Application.dataPath.Replace("/Assets", "") + "/test.keystore";PlayerSettings.Android.keystorePass = "123456";PlayerSettings.Android.keyaliasName = "test";PlayerSettings.Android.keyaliasPass = "123456";PlayerSettings.Android.useAPKExpansionFiles = false;PlayerSettings.bundleVersion = "1";PlayerSettings.Android.bundleVersionCode = 1;PlayerSettings.applicationIdentifier = "com.test.test01";PlayerSettings.Android.targetArchitectures = AndroidArchitecture.All;string time = DateTime.Now.ToString("yyyyMMddHHmmss");string[] scenes = {@"Assets/Res/Resources/scene/test.unity",};string fileName = "test";fileName = Application.dataPath.Replace("/Assets", "") + "/App/" + fileName;string dir = Path.GetDirectoryName(fileName);if (Directory.Exists(dir))Directory.Delete(dir, true);Directory.CreateDirectory(dir);BuildOptions buildOptions = BuildOptions.CompressWithLz4;BuildReport report = BuildPipeline.BuildPlayer(scenes, fileName, BuildTarget.Android, buildOptions);if (report.summary.result != BuildResult.Succeeded){Debug.LogError("build fail - " + fileName);return;}AssetDatabase.Refresh();string path = Application.dataPath.Replace("/Assets", "") + "/App";path = path.Replace("/", @"\");System.Diagnostics.Process p = new System.Diagnostics.Process();p.StartInfo.FileName = "explorer.exe";p.StartInfo.Arguments = path;p.Start();Debug.LogError("build success - " + fileName);}private static void Build_Ipa(){PlayerSettings.bundleVersion = "1";PlayerSettings.iOS.buildNumber = "1";PlayerSettings.applicationIdentifier = "com.test.test01";string[] scenes = {@"Assets/Res/Resources/scene/test.unity",};string path = EditorUtility.SaveFolderPanel("save xcode", "", "");BuildOptions buildOptions = BuildOptions.CompressWithLz4;BuildReport report = BuildPipeline.BuildPlayer(scenes, path, BuildTarget.iOS, buildOptions);if (report.summary.result != BuildResult.Succeeded){Debug.LogError("build fail - " + path);return;}AssetDatabase.Refresh();Debug.LogError("build success - " + path);}}
}
Unity命令行参数链接:
命令行参数 - Unity 手册