Unity3d通过脚本生成apk

参考链接:http://www.jianshu.com/p/a9261113b4ac

照着链接的方法并没有正确生成APK,IPA没有测试过,不过大致的方法是正确的,修改如下: 

Environment.bat

:: set your own Unity path
set unity="D:Program FilesUnityEditorUnity.exe"
:: -debug or -release
set debugParam=-release

set projectPath="E:mycode	est	estpro"

UnityToApk.bat

call Environment.bat

echo "Start Build Unity to Apk"

%unity% -batchmode -projectPath %projectPath% -executeMethod CommandBuilder.PreBuild %debugParam% -quit -logFile ./PreBuild.log
%unity% -batchmode -projectPath %projectPath% -executeMethod CommandBuilder.Build %debugParam% -android -quit -logFile ./BuildApk.log


echo "End Build,please see log PreBuild.log and BuildApk.log"

cs脚本,放在Editor目录下

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;

public class CommandBuilder {

    private static string[] build_scenes = { "Assets/ddd.unity" };

    private static bool ms_isDebugBuild = false;
    private static BuildTarget ms_buildTarget = BuildTarget.Android;

    private static string XCODE_PROJECT_NAME = "XCodeProject";
    private static string BUILD_OUTPUT_ANDROID = Application.dataPath + "/Bin/Android/";


    private static void UpdateBuildFlag()
    {
        string[] args = System.Environment.GetCommandLineArgs();
        foreach (string oneArg in args)
        {
            if (oneArg != null && oneArg.Length > 0)
            {
                if (oneArg.ToLower().Contains("-debug"))
                {
                    Debug.Log(""-debug" is detected, switch to debug build.");
                    ms_isDebugBuild = true;
                    return;
                }
                else if (oneArg.ToLower().Contains("-release"))
                {
                    Debug.Log(""-release" is detected, switch to release build.");
                    ms_isDebugBuild = false;
                    return;
                }
            }
        }


        if (ms_isDebugBuild)
        {
            Debug.Log("neither "-debug" nor "-release" is detected, current is to debug build.");
        }
        else
        {
            Debug.Log("neither "-debug" nor "-release" is detected, current is to release build.");
        }

    }


    private static void UpdateBuildTarget()
    {
        string[] args = System.Environment.GetCommandLineArgs();
        foreach (string oneArg in args)
        {
            if (oneArg != null && oneArg.Length > 0)
            {
                if (oneArg.ToLower().Contains("-android"))
                {
                    Debug.Log(""-android" is detected, switch build target to android.");
                    ms_buildTarget = BuildTarget.Android;
                    return;
                }
                else if (oneArg.ToLower().Contains("-iphone"))
                {
                    Debug.Log(""-iphone" is detected, switch build target to iphone.");
                    ms_buildTarget = BuildTarget.iOS;
                    return;
                }
                else if (oneArg.ToLower().Contains("-ios"))
                {
                    Debug.Log(""-ios" is detected, switch build target to iphone.");
                    ms_buildTarget = BuildTarget.iOS;
                    return;
                }
            }
        }

        Debug.Log("neither "-android", "-ios" nor "-iphone" is detected, current build target is: " + ms_buildTarget);
    }

    public static void PreBuild()
    {
        Debug.Log("PreBuild");
        UpdateBuildFlag();
    }
    public static void Build()
    {
        Debug.Log("Build");
        UpdateBuildTarget();

        BuildOptions buildOption = BuildOptions.None;
        if (ms_isDebugBuild)
        {
            buildOption |= BuildOptions.Development;
            buildOption |= BuildOptions.AllowDebugging;
            buildOption |= BuildOptions.ConnectWithProfiler;
        }
        else
        {
            buildOption |= BuildOptions.None;
        }

        string locationPathName;
        if (BuildTarget.iOS == ms_buildTarget)
        {
            locationPathName = XCODE_PROJECT_NAME;
        }
        else
        {
            locationPathName = BUILD_OUTPUT_ANDROID;

   //原链接此处没有生成目录,而是使用rmdir mkdir生成,实际测试时无法将APK复制进目录中,所以讲目录修改如下
if (Directory.Exists(locationPathName)) Directory.Delete(locationPathName, true); Directory.CreateDirectory(locationPathName); System.DateTime time = System.DateTime.Now; locationPathName += "test_" + time.Month.ToString("D2") + time.Day.ToString("D2") + "_" + time.Hour.ToString("D2") + time.Minute.ToString("D2") + ".apk"; } BuildPipeline.BuildPlayer(build_scenes, locationPathName, ms_buildTarget, buildOption); } public static void PostBuild() { Debug.Log("PostBuild"); } }
原文地址:https://www.cnblogs.com/scotly/p/5151336.html