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eagle0/ci/github_actions/build_unity_ios.sh
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#!/usr/bin/env bash
# Build iOS Unity player (generates Xcode project)
set -euxo pipefail
# Read Unity version from project file
UNITY_VERSION=$(grep "m_EditorVersion:" src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt | head -1 | sed 's/m_EditorVersion: //')
# Use runner-specific build directory if EAGLE0_BUILD_DIR is set, otherwise default
BUILD_BASE="${EAGLE0_BUILD_DIR:-/tmp/eagle0}"
WORKSPACE=$(pwd)
BUILD_PATH=${1:-"${BUILD_BASE}/eagle0iOS"}
BUILD_ADDRESSABLES=${2:-true}
ADDRESSABLES_BUILD_LAYOUT=${3:-$BUILD_ADDRESSABLES}
LOG_PATH="${BUILD_BASE}/editor_ios.log"
# Generate unique build number from git commit count
# This ensures each build has a unique number for TestFlight
BUILD_NUMBER=$(git rev-list --count HEAD)
echo "Build number (git commit count): $BUILD_NUMBER"
echo "Building protos"
./scripts/build_protos.sh
UNITY_INSTALL_PATH="/Applications/Unity/Hub/Editor"
echo "Building iOS Unity player to: $BUILD_PATH"
echo "Build Addressables: $BUILD_ADDRESSABLES"
echo "Generate Addressables build layout: $ADDRESSABLES_BUILD_LAYOUT"
mkdir -p "$(dirname "$LOG_PATH")"
mkdir -p "$BUILD_PATH"
# Build iOS player - this generates an Xcode project
# Capture exit code to show log on failure
set +e
${UNITY_INSTALL_PATH}/${UNITY_VERSION}/Unity.app/Contents/MacOS/Unity \
-nographics \
-batchmode \
-quit \
-executeMethod BuildScript.BuildiOSPlayer \
-buildPath "$BUILD_PATH" \
-buildNumber "$BUILD_NUMBER" \
-buildAddressables "$BUILD_ADDRESSABLES" \
-addressablesBuildLayout "$ADDRESSABLES_BUILD_LAYOUT" \
-logFile "$LOG_PATH" \
-projectPath "$WORKSPACE/src/main/csharp/net/eagle0/clients/unity/eagle0"
UNITY_EXIT_CODE=$?
set -e
if [ $UNITY_EXIT_CODE -ne 0 ]; then
echo ""
echo "Unity build failed with exit code $UNITY_EXIT_CODE"
echo "=== Unity Editor Log (last 200 lines) ==="
tail -200 "$LOG_PATH" || echo "Could not read log file at $LOG_PATH"
echo "=== End of Unity Editor Log ==="
exit $UNITY_EXIT_CODE
fi
if [ ! -f "$LOG_PATH" ]; then
echo ""
echo "ERROR: Unity exited successfully but did not write an editor log at $LOG_PATH"
exit 1
fi
if [ ! -f "$BUILD_PATH/Data/Raw/aa/settings.json" ]; then
echo ""
echo "ERROR: iOS player is missing Addressables runtime data at:"
echo " $BUILD_PATH/Data/Raw/aa/settings.json"
echo "Build Addressables before packaging the player so Addressables can initialize at runtime."
exit 1
fi
# Fail the build if any prefab references are broken — this produces a player
# that launches but has null Inspector fields, which is hard to debug.
if grep -q "Missing Prefab" "$LOG_PATH"; then
echo ""
echo "ERROR: Build has missing prefab references (likely stale Library cache):"
grep "Missing Prefab" "$LOG_PATH"
exit 1
fi
if grep -q "Build asset version error" "$LOG_PATH"; then
echo ""
echo "ERROR: Build has asset version mismatches (likely stale Library cache):"
grep "Build asset version error" "$LOG_PATH" | head -5
exit 1
fi
echo "iOS Unity build complete"
echo "Xcode project generated at: $BUILD_PATH"
ls -la "$BUILD_PATH"