mirror of
https://github.com/nolen777/eagle0.git
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95 lines
3.1 KiB
Bash
Executable File
95 lines
3.1 KiB
Bash
Executable File
#!/usr/bin/env bash
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# Build iOS Unity player (generates Xcode project)
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set -euxo pipefail
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# Read Unity version from project file
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UNITY_VERSION=$(grep "m_EditorVersion:" src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt | head -1 | sed 's/m_EditorVersion: //')
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# Use runner-specific build directory if EAGLE0_BUILD_DIR is set, otherwise default
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BUILD_BASE="${EAGLE0_BUILD_DIR:-/tmp/eagle0}"
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WORKSPACE=$(pwd)
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BUILD_PATH=${1:-"${BUILD_BASE}/eagle0iOS"}
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BUILD_ADDRESSABLES=${2:-true}
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ADDRESSABLES_BUILD_LAYOUT=${3:-$BUILD_ADDRESSABLES}
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LOG_PATH="${BUILD_BASE}/editor_ios.log"
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# Generate unique build number from git commit count
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# This ensures each build has a unique number for TestFlight
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BUILD_NUMBER=$(git rev-list --count HEAD)
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echo "Build number (git commit count): $BUILD_NUMBER"
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echo "Building protos"
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./scripts/build_protos.sh
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UNITY_INSTALL_PATH="/Applications/Unity/Hub/Editor"
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echo "Building iOS Unity player to: $BUILD_PATH"
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echo "Build Addressables: $BUILD_ADDRESSABLES"
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echo "Generate Addressables build layout: $ADDRESSABLES_BUILD_LAYOUT"
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mkdir -p "$(dirname "$LOG_PATH")"
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mkdir -p "$BUILD_PATH"
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# Build iOS player - this generates an Xcode project
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# Capture exit code to show log on failure
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set +e
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${UNITY_INSTALL_PATH}/${UNITY_VERSION}/Unity.app/Contents/MacOS/Unity \
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-nographics \
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-batchmode \
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-quit \
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-executeMethod BuildScript.BuildiOSPlayer \
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-buildPath "$BUILD_PATH" \
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-buildNumber "$BUILD_NUMBER" \
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-buildAddressables "$BUILD_ADDRESSABLES" \
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-addressablesBuildLayout "$ADDRESSABLES_BUILD_LAYOUT" \
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-logFile "$LOG_PATH" \
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-projectPath "$WORKSPACE/src/main/csharp/net/eagle0/clients/unity/eagle0"
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UNITY_EXIT_CODE=$?
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set -e
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if [ $UNITY_EXIT_CODE -ne 0 ]; then
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echo ""
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echo "Unity build failed with exit code $UNITY_EXIT_CODE"
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echo "=== Unity Editor Log (last 200 lines) ==="
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tail -200 "$LOG_PATH" || echo "Could not read log file at $LOG_PATH"
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echo "=== End of Unity Editor Log ==="
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exit $UNITY_EXIT_CODE
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fi
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if [ ! -f "$LOG_PATH" ]; then
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echo ""
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echo "ERROR: Unity exited successfully but did not write an editor log at $LOG_PATH"
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exit 1
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fi
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if [ ! -f "$BUILD_PATH/Data/Raw/aa/settings.json" ]; then
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echo ""
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echo "ERROR: iOS player is missing Addressables runtime data at:"
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echo " $BUILD_PATH/Data/Raw/aa/settings.json"
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echo "Build Addressables before packaging the player so Addressables can initialize at runtime."
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exit 1
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fi
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# Fail the build if any prefab references are broken — this produces a player
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# that launches but has null Inspector fields, which is hard to debug.
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if grep -q "Missing Prefab" "$LOG_PATH"; then
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echo ""
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echo "ERROR: Build has missing prefab references (likely stale Library cache):"
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grep "Missing Prefab" "$LOG_PATH"
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exit 1
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fi
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if grep -q "Build asset version error" "$LOG_PATH"; then
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echo ""
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echo "ERROR: Build has asset version mismatches (likely stale Library cache):"
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grep "Build asset version error" "$LOG_PATH" | head -5
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exit 1
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fi
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echo "iOS Unity build complete"
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echo "Xcode project generated at: $BUILD_PATH"
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ls -la "$BUILD_PATH"
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