feat: add buildProfile parameter (#685)

* feat: add `buildProfile` parameter

add new `buildProfile` action param, which will be passed into
Unity as the `-activeBuildProfile ...` CLI param.

closes https://github.com/game-ci/unity-builder/issues/674

* ci: add tests for Unity 6 and build profiles
This commit is contained in:
Michael Buhler
2025-02-18 00:41:38 +07:00
committed by GitHub
parent 3ae9ec8536
commit 9d6bdcbdc5
18 changed files with 246 additions and 44 deletions

View File

@@ -6,6 +6,9 @@ using UnityBuilderAction.Reporting;
using UnityBuilderAction.Versioning;
using UnityEditor;
using UnityEditor.Build.Reporting;
#if UNITY_6000_0_OR_NEWER
using UnityEditor.Build.Profile;
#endif
using UnityEngine;
namespace UnityBuilderAction
@@ -17,47 +20,9 @@ namespace UnityBuilderAction
// Gather values from args
var options = ArgumentsParser.GetValidatedOptions();
// Gather values from project
var scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(s => s.path).ToArray();
// Get all buildOptions from options
BuildOptions buildOptions = BuildOptions.None;
foreach (string buildOptionString in Enum.GetNames(typeof(BuildOptions))) {
if (options.ContainsKey(buildOptionString)) {
BuildOptions buildOptionEnum = (BuildOptions) Enum.Parse(typeof(BuildOptions), buildOptionString);
buildOptions |= buildOptionEnum;
}
}
#if UNITY_2021_2_OR_NEWER
// Determine subtarget
StandaloneBuildSubtarget buildSubtarget;
if (!options.TryGetValue("standaloneBuildSubtarget", out var subtargetValue) || !Enum.TryParse(subtargetValue, out buildSubtarget)) {
buildSubtarget = default;
}
#endif
// Define BuildPlayer Options
var buildPlayerOptions = new BuildPlayerOptions {
scenes = scenes,
locationPathName = options["customBuildPath"],
target = (BuildTarget) Enum.Parse(typeof(BuildTarget), options["buildTarget"]),
options = buildOptions,
#if UNITY_2021_2_OR_NEWER
subtarget = (int) buildSubtarget
#endif
};
// Set version for this build
VersionApplicator.SetVersion(options["buildVersion"]);
// Apply Android settings
if (buildPlayerOptions.target == BuildTarget.Android)
{
VersionApplicator.SetAndroidVersionCode(options["androidVersionCode"]);
AndroidSettings.Apply(options);
}
// Execute default AddressableAsset content build, if the package is installed.
// Version defines would be the best solution here, but Unity 2018 doesn't support that,
// so we fall back to using reflection instead.
@@ -78,6 +43,72 @@ namespace UnityBuilderAction
}
}
// Get all buildOptions from options
BuildOptions buildOptions = BuildOptions.None;
foreach (string buildOptionString in Enum.GetNames(typeof(BuildOptions))) {
if (options.ContainsKey(buildOptionString)) {
BuildOptions buildOptionEnum = (BuildOptions) Enum.Parse(typeof(BuildOptions), buildOptionString);
buildOptions |= buildOptionEnum;
}
}
// Depending on whether the build is using a build profile, `buildPlayerOptions` will an instance
// of either `UnityEditor.BuildPlayerOptions` or `UnityEditor.BuildPlayerWithProfileOptions`
dynamic buildPlayerOptions;
if (options["customBuildProfile"] != "") {
#if UNITY_6000_0_OR_NEWER
// Load build profile from Assets folder
BuildProfile buildProfile = AssetDatabase.LoadAssetAtPath<BuildProfile>(options["customBuildProfile"]);
// Set it as active
BuildProfile.SetActiveBuildProfile(buildProfile);
// Define BuildPlayerWithProfileOptions
buildPlayerOptions = new BuildPlayerWithProfileOptions {
buildProfile = buildProfile,
locationPathName = options["customBuildPath"],
options = buildOptions,
};
#else
throw new Exception("Build profiles are not supported by this version of Unity (" + Application.unityVersion +")");
#endif
} else {
// Gather values from project
var scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(s => s.path).ToArray();
#if UNITY_2021_2_OR_NEWER
// Determine subtarget
StandaloneBuildSubtarget buildSubtarget;
if (!options.TryGetValue("standaloneBuildSubtarget", out var subtargetValue) || !Enum.TryParse(subtargetValue, out buildSubtarget)) {
buildSubtarget = default;
}
#endif
BuildTarget buildTarget = (BuildTarget) Enum.Parse(typeof(BuildTarget), options["buildTarget"]);
// Define BuildPlayerOptions
buildPlayerOptions = new BuildPlayerOptions {
scenes = scenes,
locationPathName = options["customBuildPath"],
target = buildTarget,
options = buildOptions,
#if UNITY_2021_2_OR_NEWER
subtarget = (int) buildSubtarget
#endif
};
// Apply Android settings
if (buildTarget == BuildTarget.Android) {
VersionApplicator.SetAndroidVersionCode(options["androidVersionCode"]);
AndroidSettings.Apply(options);
}
}
// Perform build
BuildReport buildReport = BuildPipeline.BuildPlayer(buildPlayerOptions);