hellbound/Assets/Editor/IOSPostprocess/CustomIOSPostprocess.cs

46 lines
1.3 KiB
C#
Raw Permalink Normal View History

2021-11-26 11:16:25 +03:00
#if UNITY_IOS
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.iOS.Xcode;
public static class CustomIOSPostprocess
{
[PostProcessBuild(999)]
public static void OnPostProcessBuild(BuildTarget buildTarget, string path)
{
if(buildTarget == BuildTarget.iOS)
{
string projectPath = path + "/Unity-iPhone.xcodeproj/project.pbxproj";
PBXProject pbxProject = new PBXProject();
pbxProject.ReadFromFile(projectPath);
string target = pbxProject.GetUnityMainTargetGuid();
DisableBitcode(pbxProject, target);
InsertPushNotificationSound(path, pbxProject, target);
pbxProject.WriteToFile(projectPath);
}
}
//AIHelp doesn't support bitcode :(
static void DisableBitcode(PBXProject pbxProject, string target)
{
pbxProject.SetBuildProperty(target, "ENABLE_BITCODE", "NO");
}
static void InsertPushNotificationSound(string path, PBXProject pbxProject, string target)
{
//unity/Assets/sound/sfx/ui/push_notification file is actually a .caf sound file.
//It's extension is left out so the FCM's "sound" field looks the same for both Android and iOS
// EditorDevUtils.IOSAddLocalFile(path, pbxProject, target, "Assets/sound/sfx/ui", "push_notification");
}
}
#endif