772 lines
35 KiB
Markdown
772 lines
35 KiB
Markdown
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External Dependency Manager for Unity
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========
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# Overview
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The External Dependency Manager for Unity (EDM4U)
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(formerly Play Services Resolver / Jar Resolver) is intended to be used by any
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Unity plugin that requires:
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* Android specific libraries (e.g
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[AARs](https://developer.android.com/studio/projects/android-library.html)).
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* iOS [CocoaPods](https://cocoapods.org/).
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* Version management of transitive dependencies.
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* Management of Package Manager (PM) Registries.
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Updated releases are available on
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[GitHub](https://github.com/googlesamples/unity-jar-resolver)
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# Background
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Many Unity plugins have dependencies upon Android specific libraries, iOS
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CocoaPods, and sometimes have transitive dependencies upon other Unity plugins.
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This causes the following problems:
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* Integrating platform specific (e.g Android and iOS) libraries within a
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Unity project can be complex and a burden on a Unity plugin maintainer.
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* The process of resolving conflicting dependencies on platform specific
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libraries is pushed to the developer attempting to use a Unity plugin.
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The developer trying to use your plugin is very likely to give up when
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faced with Android or iOS specific build errors.
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* The process of resolving conflicting Unity plugins (due to shared Unity
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plugin components) is pushed to the developer attempting to use your Unity
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plugin. In an effort to resolve conflicts, the developer will very likely
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attempt to resolve problems by deleting random files in your plugin,
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report bugs when that doesn't work and finally give up.
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EDM provides solutions for each of these problems.
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If, after reading this, you need to debug usage of EDM in a Unity project,
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consult the debugging [step-by-step guide](troubleshooting-faq.md).
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## Android Dependency Management
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The *Android Resolver* component of this plugin will download and integrate
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Android library dependencies and handle any conflicts between plugins that share
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the same dependencies.
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Without the Android Resolver, typically Unity plugins bundle their AAR and
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JAR dependencies, e.g. a Unity plugin `SomePlugin` that requires the Google
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Play Games Android library would redistribute the library and its transitive
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dependencies in the folder `SomePlugin/Android/`. When a user imports
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`SomeOtherPlugin` that includes the same libraries (potentially at different
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versions) in `SomeOtherPlugin/Android/`, the developer using `SomePlugin` and
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`SomeOtherPlugin` will see an error when building for Android that can be hard
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to interpret.
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Using the Android Resolver to manage Android library dependencies:
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* Solves Android library conflicts between plugins.
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* Handles all of the various processing steps required to use Android
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libraries (AARs, JARs) in Unity 4.x and above projects. Almost all
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versions of Unity have - at best - partial support for AARs.
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* (Experimental) Supports minification of included Java components without
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exporting a project.
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## iOS Dependency Management
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The *iOS Resolver* component of this plugin integrates with
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[CocoaPods](https://cocoapods.org/) to download and integrate iOS libraries
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and frameworks into the Xcode project Unity generates when building for iOS.
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Using CocoaPods allows multiple plugins to utilize shared components without
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forcing developers to fix either duplicate or incompatible versions of
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libraries included through multiple Unity plugins in their project.
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## Package Manager Registry Setup
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The [Package Manager](https://docs.unity3d.com/Manual/Packages.html)
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(PM) makes use of [NPM](https://www.npmjs.com/) registry servers for package
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hosting and provides ways to discover, install, upgrade and uninstall packages.
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This makes it easier for developers to manage plugins within their projects.
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However, installing additional package registries requires a few manual steps
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that can potentially be error prone. The *Package Manager Resolver*
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component of this plugin integrates with
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[PM](https://docs.unity3d.com/Manual/Packages.html) to provide a way to
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auto-install PM package registries when a `.unitypackage` is installed which
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allows plugin maintainers to ship a `.unitypackage` that can provide access
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to their own PM registry server to make it easier for developers to
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manage their plugins.
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## Unity Plugin Version Management
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Finally, the *Version Handler* component of this plugin simplifies the process
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of managing transitive dependencies of Unity plugins and each plugin's upgrade
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process.
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For example, without the Version Handler plugin, if:
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* Unity plugin `SomePlugin` includes `EDM4U` plugin at
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version 1.1.
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* Unity plugin `SomeOtherPlugin` includes `EDM4U`
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plugin at version 1.2.
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The version of `EDM4U` included in the developer's project depends upon the
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order the developer imports `SomePlugin` or `SomeOtherPlugin`.
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This results in:
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* `EDM4U` at version 1.2, if `SomePlugin` is imported then `SomeOtherPlugin`
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is imported.
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* `EDM4U` at version 1.1, if `SomeOtherPlugin` is imported then
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`SomePlugin` is imported.
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The Version Handler solves the problem of managing transitive dependencies by:
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* Specifying a set of packaging requirements that enable a plugin at
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different versions to be imported into a Unity project.
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* Providing activation logic that selects the latest version of a plugin
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within a project.
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When using the Version Handler to manage `EDM4U` included in `SomePlugin` and
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`SomeOtherPlugin`, from the prior example, version 1.2 will always be the
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version activated in a developer's Unity project.
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Plugin creators are encouraged to adopt this library to ease integration for
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their customers. For more information about integrating EDM4U
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into your own plugin, see the [Plugin Redistribution](#plugin-redistribution)
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section of this document.
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# Analytics
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The External Dependency Manager for Unity plugin by default logs usage to Google
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Analytics. The purpose of the logging is to quantitatively measure the usage of
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functionality, to gather reports on integration failures and to inform future
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improvements to the developer experience of the External Dependency Manager
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plugin. Note that the analytics collected are limited to the scope of the EDM4U
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plugin’s usage.
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For details of what is logged, please refer to the usage of
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`EditorMeasurement.Report()` in the source code.
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# Requirements
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The *Android Resolver* and *iOS Resolver* components of the plugin only work
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with Unity version 4.6.8 or higher.
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The *Version Handler* component only works with Unity 5.x or higher as it
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depends upon the `PluginImporter` UnityEditor API.
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The *Package Manager Resolver* component only works with
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Unity 2018.4 or above, when
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[scoped registry](https://docs.unity3d.com/Manual/upm-scoped.html)
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support was added to the Package Manager.
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# Getting Started
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Before you import EDM4U into your plugin project, you first
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need to consider whether you intend to *redistribute* `EDM4U`
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along with your own plugin.
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## Plugin Redistribution
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If you're a plugin maintainer, redistributing `EDM4U` inside your own plugin
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will ease the integration process for your users, by resolving dependency
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conflicts between your plugin and other plugins in a user's project.
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If you wish to redistribute `EDM4U` inside your plugin,
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you **must** follow these steps when importing the
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`external-dependency-manager-*.unitypackage`, and when exporting your own plugin
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package:
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1. Import the `external-dependency-manager-*.unitypackage` into your plugin
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project by
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[running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), ensuring that
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you add the `-gvh_disable` option.
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1. Export your plugin by [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), ensuring that
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you:
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- Include the contents of the `Assets/PlayServicesResolver` and
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`Assets/ExternalDependencyManager` directory.
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- Add the `-gvh_disable` option.
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You **must** specify the `-gvh_disable` option in order for the Version
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Handler to work correctly!
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For example, the following command will import the
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`external-dependency-manager-1.2.46.0.unitypackage` into the project
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`MyPluginProject` and export the entire Assets folder to
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`MyPlugin.unitypackage`:
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```
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Unity -gvh_disable \
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-batchmode \
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-importPackage external-dependency-manager-1.2.46.0.unitypackage \
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-projectPath MyPluginProject \
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-exportPackage Assets MyPlugin.unitypackage \
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-quit
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```
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### Background
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The *Version Handler* component relies upon deferring the load of editor DLLs
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so that it can run first and determine the latest version of a plugin component
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to activate. The build of `EDM4U` plugin has Unity asset metadata that is
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configured so that the editor components are not initially enabled when it's
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imported into a Unity project. To maintain this configuration when importing
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the `external-dependency-manager.unitypackage` into a Unity plugin project, you
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*must* specify the command line option `-gvh_disable` which will prevent the
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Version Handler component from running and changing the Unity asset metadata.
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# Android Resolver Usage
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The Android Resolver copies specified dependencies from local or remote Maven
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repositories into the Unity project when a user selects Android as the build
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target in the Unity editor.
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1. Add the `external-dependency-manager-*.unitypackage` to your plugin
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project (assuming you are developing a plugin). If you are redistributing
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EDM4U with your plugin, you **must** follow the
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import steps in the [Getting Started](#getting-started) section!
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2. Copy and rename the
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[SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml)
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file into your plugin and add the dependencies your plugin requires.
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The XML file just needs to be under an `Editor` directory and match the
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name `*Dependencies.xml`. For example,
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`MyPlugin/Editor/MyPluginDependencies.xml`.
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3. Follow the steps in the [Getting Started](#getting-started)
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section when you are exporting your plugin package.
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For example, to add the Google Play Games library
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(`com.google.android.gms:play-services-games` package) at version `9.8.0` to
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the set of a plugin's Android dependencies:
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```
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<dependencies>
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<androidPackages>
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<androidPackage spec="com.google.android.gms:play-services-games:9.8.0">
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<androidSdkPackageIds>
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<androidSdkPackageId>extra-google-m2repository</androidSdkPackageId>
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</androidSdkPackageIds>
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</androidPackage>
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</androidPackages>
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</dependencies>
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```
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The version specification (last component) supports:
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* Specific versions e.g `9.8.0`
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* Partial matches e.g `9.8.+` would match 9.8.0, 9.8.1 etc. choosing the most
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recent version.
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* Latest version using `LATEST` or `+`. We do *not* recommend using this
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unless you're 100% sure the library you depend upon will not break your
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Unity plugin in future.
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The above example specifies the dependency as a component of the Android SDK
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manager such that the Android SDK manager will be executed to install the
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package if it's not found. If your Android dependency is located on Maven
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central it's possible to specify the package simply using the `androidPackage`
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element:
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```
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<dependencies>
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<androidPackages>
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<androidPackage spec="com.google.api-client:google-api-client-android:1.22.0" />
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</androidPackages>
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</dependencies>
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```
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## Auto-resolution
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By default the Android Resolver automatically monitors the dependencies you have
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specified and the `Plugins/Android` folder of your Unity project. The
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resolution process runs when the specified dependencies are not present in your
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project.
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The *auto-resolution* process can be disabled via the
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`Assets > External Dependency Manager > Android Resolver > Settings` menu.
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Manual resolution can be performed using the following menu options:
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* `Assets > External Dependency Manager > Android Resolver > Resolve`
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* `Assets > External Dependency Manager > Android Resolver > Force Resolve`
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## Deleting libraries
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Resolved packages are tracked via asset labels by the Android Resolver.
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They can easily be deleted using the
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`Assets > External Dependency Manager > Android Resolver > Delete Resolved Libraries`
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menu item.
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## Android Manifest Variable Processing
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Some AAR files (for example play-services-measurement) contain variables that
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are processed by the Android Gradle plugin. Unfortunately, Unity does not
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perform the same processing when using Unity's Internal Build System, so the
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Android Resolver plugin handles known cases of this variable substitution
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by exploding the AAR into a folder and replacing `${applicationId}` with the
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`bundleID`.
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Disabling AAR explosion and therefore Android manifest processing can be done
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via the `Assets > External Dependency Manager > Android Resolver > Settings`
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menu. You may want to disable explosion of AARs if you're exporting a project
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to be built with Gradle / Android Studio.
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## ABI Stripping
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Some AAR files contain native libraries (.so files) for each ABI supported
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by Android. Unfortunately, when targeting a single ABI (e.g x86), Unity does
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not strip native libraries for unused ABIs. To strip unused ABIs, the Android
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Resolver plugin explodes an AAR into a folder and removes unused ABIs to
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reduce the built APK size. Furthermore, if native libraries are not stripped
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from an APK (e.g you have a mix of Unity's x86 library and some armeabi-v7a
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libraries) Android may attempt to load the wrong library for the current
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runtime ABI completely breaking your plugin when targeting some architectures.
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AAR explosion and therefore ABI stripping can be disabled via the
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`Assets > External Dependency Manager > Android Resolver > Settings` menu.
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You may want to disable explosion of AARs if you're exporting a project to be
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built with Gradle / Android Studio.
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## Resolution Strategies
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By default the Android Resolver will use Gradle to download dependencies prior
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to integrating them into a Unity project. This works with Unity's internal
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build system and Gradle / Android Studio project export.
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It's possible to change the resolution strategy via the
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`Assets > External Dependency Manager > Android Resolver > Settings` menu.
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### Download Artifacts with Gradle
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Using the default resolution strategy, the Android resolver executes the
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following operations:
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- Remove the result of previous Android resolutions.
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e.g Delete all files and directories labeled with "gpsr" under
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`Plugins/Android` from the project.
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- Collect the set of Android dependencies (libraries) specified by a
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project's `*Dependencies.xml` files.
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- Run `download_artifacts.gradle` with Gradle to resolve conflicts and,
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if successful, download the set of resolved Android libraries (AARs, JARs).
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- Process each AAR / JAR so that it can be used with the currently selected
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Unity build system (e.g Internal vs. Gradle, Export vs. No Export).
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This involves patching each reference to `applicationId` in the
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AndroidManifest.xml with the project's bundle ID. This means resolution
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must be run if the bundle ID is changed again.
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- Move the processed AARs to `Plugins/Android` so they will be included when
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Unity invokes the Android build.
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### Integrate into mainTemplate.gradle
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Unity 5.6 introduced support for customizing the `build.gradle` used to build
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Unity projects with Gradle. When the *Patch mainTemplate.gradle* setting is
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enabled, rather than downloading artifacts before the build, Android resolution
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results in the execution of the following operations:
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- Remove the result of previous Android resolutions.
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e.g Delete all files and directories labeled with "gpsr" under
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`Plugins/Android` from the project and remove sections delimited with
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`// Android Resolver * Start` and `// Android Resolver * End` lines.
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- Collect the set of Android dependencies (libraries) specified by a
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project's `*Dependencies.xml` files.
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- Rename any `.srcaar` files in the build to `.aar` and exclude them from
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being included directly by Unity in the Android build as
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`mainTemplate.gradle` will be patched to include them instead from their
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local maven repositories.
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- Inject the required Gradle repositories into `mainTemplate.gradle` at the
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line matching the pattern
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`.*apply plugin: 'com\.android\.(application|library)'.*` or the section
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starting at the line `// Android Resolver Repos Start`.
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If you want to control the injection point in the file, the section
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delimited by the lines `// Android Resolver Repos Start` and
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`// Android Resolver Repos End` should be placed in the global scope
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before the `dependencies` section.
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- Inject the required Android dependencies (libraries) into
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`mainTemplate.gradle` at the line matching the pattern `***DEPS***` or
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the section starting at the line `// Android Resolver Dependencies Start`.
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If you want to control the injection point in the file, the section
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delimited by the lines `// Android Resolver Dependencies Start` and
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`// Android Resolver Dependencies End` should be placed in the
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`dependencies` section.
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|||
|
- Inject the packaging options logic, which excludes architecture specific
|
|||
|
libraries based upon the selected build target, into `mainTemplate.gradle`
|
|||
|
at the line matching the pattern `android +{` or the section starting at
|
|||
|
the line `// Android Resolver Exclusions Start`.
|
|||
|
If you want to control the injection point in the file, the section
|
|||
|
delimited by the lines `// Android Resolver Exclusions Start` and
|
|||
|
`// Android Resolver Exclusions End` should be placed in the global
|
|||
|
scope before the `android` section.
|
|||
|
|
|||
|
## Dependency Tracking
|
|||
|
|
|||
|
The Android Resolver creates the
|
|||
|
`ProjectSettings/AndroidResolverDependencies.xml` to quickly determine the set
|
|||
|
of resolved dependencies in a project. This is used by the auto-resolution
|
|||
|
process to only run the expensive resolution process when necessary.
|
|||
|
|
|||
|
## Displaying Dependencies
|
|||
|
|
|||
|
It's possible to display the set of dependencies the Android Resolver
|
|||
|
would download and process in your project via the
|
|||
|
`Assets > External Dependency Manager > Android Resolver > Display Libraries`
|
|||
|
menu item.
|
|||
|
|
|||
|
# iOS Resolver Usage
|
|||
|
|
|||
|
The iOS resolver component of this plugin manages
|
|||
|
[CocoaPods](https://cocoapods.org/). A CocoaPods `Podfile` is generated and
|
|||
|
the `pod` tool is executed as a post build process step to add dependencies
|
|||
|
to the Xcode project exported by Unity.
|
|||
|
|
|||
|
Dependencies for iOS are added by referring to CocoaPods.
|
|||
|
|
|||
|
1. Add the `external-dependency-manager-*.unitypackage` to your plugin
|
|||
|
project (assuming you are developing a plugin). If you are redistributing
|
|||
|
EDM4U with your plugin, you **must** follow the
|
|||
|
import steps in the [Getting Started](#getting-started) section!
|
|||
|
|
|||
|
2. Copy and rename the
|
|||
|
[SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml)
|
|||
|
file into your plugin and add the dependencies your plugin requires.
|
|||
|
|
|||
|
The XML file just needs to be under an `Editor` directory and match the
|
|||
|
name `*Dependencies.xml`. For example,
|
|||
|
`MyPlugin/Editor/MyPluginDependencies.xml`.
|
|||
|
|
|||
|
3. Follow the steps in the [Getting Started](#getting-started)
|
|||
|
section when you are exporting your plugin package.
|
|||
|
|
|||
|
For example, to add the AdMob pod, version 7.0 or greater with bitcode enabled:
|
|||
|
|
|||
|
```
|
|||
|
<dependencies>
|
|||
|
<iosPods>
|
|||
|
<iosPod name="Google-Mobile-Ads-SDK" version="~> 7.0" bitcodeEnabled="true"
|
|||
|
minTargetSdk="6.0" addToAllTargets="false" />
|
|||
|
</iosPods>
|
|||
|
</dependencies>
|
|||
|
```
|
|||
|
|
|||
|
## Integration Strategies
|
|||
|
|
|||
|
The `CocoaPods` are either:
|
|||
|
* Downloaded and injected into the Xcode project file directly, rather than
|
|||
|
creating a separate xcworkspace. We call this `Xcode project` integration.
|
|||
|
* If the Unity version supports opening a xcworkspace file, the `pod` tool
|
|||
|
is used as intended to generate a xcworkspace which references the
|
|||
|
CocoaPods. We call this `Xcode workspace` integration.
|
|||
|
|
|||
|
The resolution strategy can be changed via the
|
|||
|
`Assets > External Dependency Manager > iOS Resolver > Settings` menu.
|
|||
|
|
|||
|
### Appending text to generated Podfile
|
|||
|
In order to modify the generated Podfile you can create a script like this:
|
|||
|
```
|
|||
|
using System.IO;
|
|||
|
public class PostProcessIOS : MonoBehaviour {
|
|||
|
[PostProcessBuildAttribute(45)]//must be between 40 and 50 to ensure that it's not overriden by Podfile generation (40) and that it's added before "pod install" (50)
|
|||
|
private static void PostProcessBuild_iOS(BuildTarget target, string buildPath)
|
|||
|
{
|
|||
|
if (target == BuildTarget.iOS)
|
|||
|
{
|
|||
|
|
|||
|
using (StreamWriter sw = File.AppendText(buildPath + "/Podfile"))
|
|||
|
{
|
|||
|
//in this example I'm adding an app extension
|
|||
|
sw.WriteLine("\ntarget 'NSExtension' do\n pod 'Firebase/Messaging', '6.6.0'\nend");
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
```
|
|||
|
|
|||
|
# Package Manager Resolver Usage
|
|||
|
|
|||
|
Adding registries to the
|
|||
|
[Package Manager](https://docs.unity3d.com/Manual/Packages.html)
|
|||
|
(PM) is a manual process. The Package Manager Resolver (PMR) component
|
|||
|
of this plugin makes it easy for plugin maintainers to distribute new PM
|
|||
|
registry servers and easy for plugin users to manage PM registry servers.
|
|||
|
|
|||
|
## Adding Registries
|
|||
|
|
|||
|
1. Add the `external-dependency-manager-*.unitypackage` to your plugin
|
|||
|
project (assuming you are developing a plugin). If you are redistributing
|
|||
|
EDM4U with your plugin, you **must** follow the
|
|||
|
import steps in the [Getting Started](#getting-started) section!
|
|||
|
|
|||
|
2. Copy and rename the
|
|||
|
[SampleRegistries.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/sample/Assets/ExternalDependencyManager/Editor/SampleRegistries.xml)
|
|||
|
file into your plugin and add the registries your plugin requires.
|
|||
|
|
|||
|
The XML file just needs to be under an `Editor` directory and match the
|
|||
|
name `*Registries.xml` or labeled with `gumpr_registries`. For example,
|
|||
|
`MyPlugin/Editor/MyPluginRegistries.xml`.
|
|||
|
|
|||
|
3. Follow the steps in the [Getting Started](#getting-started)
|
|||
|
section when you are exporting your plugin package.
|
|||
|
|
|||
|
For example, to add a registry for plugins in the scope `com.coolstuff`:
|
|||
|
|
|||
|
```
|
|||
|
<registries>
|
|||
|
<registry name="Cool Stuff"
|
|||
|
url="https://unityregistry.coolstuff.com"
|
|||
|
termsOfService="https://coolstuff.com/unityregistry/terms"
|
|||
|
privacyPolicy="https://coolstuff.com/unityregistry/privacy">
|
|||
|
<scopes>
|
|||
|
<scope>com.coolstuff</scope>
|
|||
|
</scopes>
|
|||
|
</registry>
|
|||
|
</registries>
|
|||
|
```
|
|||
|
|
|||
|
When PMR is loaded it will prompt the developer to add the registry to their
|
|||
|
project if it isn't already present in the `Packages/manifest.json` file.
|
|||
|
|
|||
|
For more information, see Unity's documentation on
|
|||
|
[scoped package registries](https://docs.unity3d.com/Manual/upm-scoped.html).
|
|||
|
|
|||
|
## Managing Registries
|
|||
|
|
|||
|
It's possible to add and remove registries that are specified via PMR
|
|||
|
XML configuration files via the following menu options:
|
|||
|
|
|||
|
* `Assets > External Dependency Manager > Package Manager Resolver >
|
|||
|
Add Registries` will prompt the user with a window which allows them to
|
|||
|
add registries discovered in the project to the Package Manager.
|
|||
|
* `Assets > External Dependency Manager > Package Manager Resolver >
|
|||
|
Remove Registries` will prompt the user with a window which allows them to
|
|||
|
remove registries discovered in the project from the Package Manager.
|
|||
|
* `Assets > External Dependency Manager > Package Manager Resolver >
|
|||
|
Modify Registries` will prompt the user with a window which allows them to
|
|||
|
add or remove registries discovered in the project.
|
|||
|
|
|||
|
## Migration
|
|||
|
|
|||
|
PMR can migrate Version Handler packages installed in the `Assets` folder
|
|||
|
to PM packages. This requires the plugins to implement the following:
|
|||
|
|
|||
|
* `.unitypackage` must include a Version Handler manifests that describes
|
|||
|
the components of the plugin. If the plugin has no dependencies
|
|||
|
the manifest would just include the files in the plugin.
|
|||
|
* The PM package JSON provided by the registry must include a keyword
|
|||
|
(in the `versions.VERSION.keyword` list) that maps the PM package
|
|||
|
to a Version Handler package using the format
|
|||
|
`vh-name:VERSION_HANDLER_MANIFEST_NAME` where `VERSION_HANDLER_MANIFEST_NAME`
|
|||
|
is the name of the manifest defined in the `.unitypackage`. For
|
|||
|
more information see the description of the `gvhp_manifestname` asset label
|
|||
|
in the *Version Handler Usage* section.
|
|||
|
|
|||
|
When using the `Assets > External Dependency Manager >
|
|||
|
Package Manager Resolver > Migrate Packages` menu option, PMR then
|
|||
|
will:
|
|||
|
|
|||
|
* List all Version Handler manager packages in the project.
|
|||
|
* Search all available packages in the PM registries and fetch keywords
|
|||
|
associated with each package parsing the Version Handler manifest names
|
|||
|
for each package.
|
|||
|
* Map each installed Version Handler package to a PM package.
|
|||
|
* Prompt the user to migrate the discovered packages.
|
|||
|
* Perform package migration for all selected packages if the user clicks
|
|||
|
the `Apply` button.
|
|||
|
|
|||
|
## Configuration
|
|||
|
|
|||
|
PMR can be configured via the `Assets > External Dependency Manager >
|
|||
|
Package Manager Resolver > Settings` menu option:
|
|||
|
|
|||
|
* `Add package registries` when enabled, when the plugin loads or registry
|
|||
|
configuration files change, this will prompt the user to add registries
|
|||
|
that are not present in the Package Manager.
|
|||
|
* `Prompt to add package registries` will cause a developer to be prompted
|
|||
|
with a window that will ask for confirmation before adding registries.
|
|||
|
When this is disabled registries are added silently to the project.
|
|||
|
* `Prompt to migrate packages` will cause a developer to be prompted
|
|||
|
with a window that will ask for confirmation before migrating packages
|
|||
|
installed in the `Assets` directory to PM packages.
|
|||
|
* `Enable Analytics Reporting` when enabled, reports the use of the plugin
|
|||
|
to the developers so they can make imrpovements.
|
|||
|
* `Verbose logging` when enabled prints debug information to the console
|
|||
|
which can be useful when filing bug reports.
|
|||
|
|
|||
|
# Version Handler Usage
|
|||
|
|
|||
|
The Version Handler component of this plugin manages:
|
|||
|
|
|||
|
* Shared Unity plugin dependencies.
|
|||
|
* Upgrading Unity plugins by cleaning up old files from previous versions.
|
|||
|
* Uninstallation of plugins that are distributed with manifest files.
|
|||
|
* Restoration of plugin assets to their original install locations if assets
|
|||
|
are tagged with the `exportpath` label.
|
|||
|
|
|||
|
Since the Version Handler needs to modify Unity asset metadata (`.meta` files),
|
|||
|
to enable / disable components, rename and delete asset files it does not
|
|||
|
work with Package Manager installed packages. It's still possible to
|
|||
|
include EDM4U in Package Manager packages, the Version Handler component
|
|||
|
simply won't do anything to PM plugins in this case.
|
|||
|
|
|||
|
## Using Version Handler Managed Plugins
|
|||
|
|
|||
|
If a plugin is imported at multiple different versions into a project, if
|
|||
|
the Version Handler is enabled, it will automatically check all managed
|
|||
|
assets to determine the set of assets that are out of date and assets that
|
|||
|
should be removed. To disable automatic checking managed assets disable
|
|||
|
the `Enable version management` option in the
|
|||
|
`Assets > External Dependency Manager > Version Handler > Settings` menu.
|
|||
|
|
|||
|
If version management is disabled, it's possible to check managed assets
|
|||
|
manually using the
|
|||
|
`Assets > External Dependency Manager > Version Handler > Update` menu option.
|
|||
|
|
|||
|
### Listing Managed Plugins
|
|||
|
|
|||
|
Plugins managed by the Version Handler, those that ship with manifest files,
|
|||
|
can displayed using the `Assets > External Dependency Manager >
|
|||
|
Version Handler > Display Managed Packages` menu option. The list of plugins
|
|||
|
are written to the console window along with the set of files used by each
|
|||
|
plugin.
|
|||
|
|
|||
|
### Uninstalling Managed Plugins
|
|||
|
|
|||
|
Plugins managed by the Version Handler, those that ship with manifest files,
|
|||
|
can be removed using the `Assets > External Dependency Manager >
|
|||
|
Version Handler > Uninstall Managed Packages` menu option. This operation
|
|||
|
will display a window that allows a developer to select a set of plugins to
|
|||
|
remove which will remove all files owned by each plugin excluding those that
|
|||
|
are in use by other installed plugins.
|
|||
|
|
|||
|
Files managed by the Version Handler, those labeled with the `gvh` asset label,
|
|||
|
can be checked to see whether anything needs to be upgraded, disabled or
|
|||
|
removed using the `Assets > External Dependency Manager >
|
|||
|
Version Handler > Update` menu option.
|
|||
|
|
|||
|
### Restore Install Paths
|
|||
|
|
|||
|
Some developers move assets around in their project which can make it
|
|||
|
harder for plugin maintainers to debug issues if this breaks Unity's
|
|||
|
[special folders](https://docs.unity3d.com/Manual/SpecialFolders.html) rules.
|
|||
|
If assets are labeled with their original install / export path
|
|||
|
(see `gvhp_exportpath` below), Version Handler can restore assets to their
|
|||
|
original locations when using the `Assets > External Dependency Manager >
|
|||
|
Version Handler > Move Files To Install Locations` menu option.
|
|||
|
|
|||
|
### Settings
|
|||
|
|
|||
|
Some behavior of the Version Handler can be configured via the
|
|||
|
`Assets > External Dependency Manager > Version Handler > Settings` menu
|
|||
|
option.
|
|||
|
|
|||
|
* `Enable version management` controls whether the plugin should automatically
|
|||
|
check asset versions and apply changes. If this is disabled the process
|
|||
|
should be run manually when installing or upgrading managed plugins using
|
|||
|
`Assets > External Dependency Manager > Version Handler > Update`.
|
|||
|
* `Rename to canonical filenames` is a legacy option that will rename files to
|
|||
|
remove version numbers and other labels from filenames.
|
|||
|
* `Prompt for obsolete file deletion` enables the display of a window when
|
|||
|
obsolete files are deleted allowing the developer to select which files to
|
|||
|
delete and those to keep.
|
|||
|
* `Allow disabling files via renaming` controls whether obsolete or disabled
|
|||
|
files should be disabled by renaming them to `myfilename_DISABLED`.
|
|||
|
Renaming to disable files is required in some scenarios where Unity doesn't
|
|||
|
support removing files from the build via the PluginImporter.
|
|||
|
* `Enable Analytics Reporting` enables / disables usage reporting to plugin
|
|||
|
developers to improve the product.
|
|||
|
* `Verbose logging` enables _very_ noisy log output that is useful for
|
|||
|
debugging while filing a bug report or building a new managed plugin.
|
|||
|
* `Use project settings` saves settings for the plugin in the project rather
|
|||
|
than system-wide.
|
|||
|
|
|||
|
## Redistributing a Managed Plugin
|
|||
|
|
|||
|
The Version Handler employs a couple of methods for managing version
|
|||
|
selection, upgrade and removal of plugins.
|
|||
|
|
|||
|
* Each plugin can ship with a manifest file that lists the files it includes.
|
|||
|
This makes it possible for Version Handler to calculate the difference
|
|||
|
in assets between the most recent release of a plugin and the previous
|
|||
|
release installed in a project. If a files are removed the Version Handler
|
|||
|
will prompt the user to clean up obsolete files.
|
|||
|
* Plugins can ship using assets with unique names, unique GUIDs and version
|
|||
|
number labels. Version numbers can be attached to assets using labels or
|
|||
|
added to the filename (e.g `myfile.txt` would be `myfile_version-x.y.z.txt).
|
|||
|
This allows the Version Handler to determine which set of files are the
|
|||
|
same file at different versions, select the most recent version and prompt
|
|||
|
the developer to clean up old versions.
|
|||
|
|
|||
|
Unity plugins can be managed by the Version Handler using the following steps:
|
|||
|
|
|||
|
1. Add the `gvh` asset label to each asset (file) you want Version Handler
|
|||
|
to manage.
|
|||
|
1. Add the `gvh_version-VERSION` label to each asset where `VERSION` is the
|
|||
|
version of the plugin you're releasing (e.g 1.2.3).
|
|||
|
1. Add the `gvhp_exportpath-PATH` label to each asset where `PATH` is the
|
|||
|
export path of the file when the `.unitypackage` is created. This is
|
|||
|
used to track files if they're moved around in a project by developers.
|
|||
|
1. Optional: Add `gvh_targets-editor` label to each editor DLL in your
|
|||
|
plugin and disable `editor` as a target platform for the DLL.
|
|||
|
The Version Handler will enable the most recent version of this DLL when
|
|||
|
the plugin is imported.
|
|||
|
1. Optional: If your plugin is included in other Unity plugins, you should
|
|||
|
add the version number to each filename and change the GUID of each asset.
|
|||
|
This allows multiple versions of your plugin to be imported into a Unity
|
|||
|
project, with the Version Handler component activating only the most
|
|||
|
recent version.
|
|||
|
1. Create a manifest text file named `MY_UNIQUE_PLUGIN_NAME_VERSION.txt`
|
|||
|
that lists all the files in your plugin relative to the project root.
|
|||
|
Then add the `gvh_manifest` label to the asset to indicate this file is
|
|||
|
a plugin manifest.
|
|||
|
1. Optional: Add a `gvhp_manifestname-NAME` label to your manifest file
|
|||
|
to provide a human readable name for your package. If this isn't provided
|
|||
|
the name of the manifest file will be used as the package name.
|
|||
|
NAME can match the pattern `[0-9]+[a-zA-Z -]' where a leading integer
|
|||
|
will set the priority of the name where `0` is the highest priority
|
|||
|
and preferably used as the display name. The lowest value (i.e highest
|
|||
|
priority name) will be used as the display name and all other specified
|
|||
|
names will be aliases of the display name. Aliases can refer to previous
|
|||
|
names of the package allowing renaming across published versions.
|
|||
|
1. Redistribute EDM4U Unity plugin with your plugin.
|
|||
|
See the [Plugin Redistribution](#plugin-redistribution) for the details.
|
|||
|
|
|||
|
If you follow these steps:
|
|||
|
|
|||
|
* When users import a newer version of your plugin, files referenced by the
|
|||
|
older version's manifest are cleaned up.
|
|||
|
* The latest version of the plugin will be selected when users import
|
|||
|
multiple packages that include your plugin, assuming the steps in
|
|||
|
[Plugin Redistribution](#plugin-redistribution) are followed.
|
|||
|
|
|||
|
# Building from Source
|
|||
|
|
|||
|
To build this plugin from source you need the following tools installed:
|
|||
|
* Unity (with iOS and Android modules installed)
|
|||
|
|
|||
|
You can build the plugin by running the following from your shell
|
|||
|
(Linux / OSX):
|
|||
|
|
|||
|
```
|
|||
|
./gradlew build
|
|||
|
```
|
|||
|
|
|||
|
or Windows:
|
|||
|
|
|||
|
```
|
|||
|
./gradlew.bat build
|
|||
|
```
|
|||
|
|
|||
|
# Releasing
|
|||
|
|
|||
|
Each time a new build of this plugin is checked into the source tree you
|
|||
|
need to do the following:
|
|||
|
|
|||
|
* Bump the plugin version variable `pluginVersion` in `build.gradle`
|
|||
|
* Update `CHANGELOG.md` with the new version number and changes included in
|
|||
|
the release.
|
|||
|
* Build the release using `./gradlew release` which performs the following:
|
|||
|
* Updates `external-dependency-manager-*.unitypackage`
|
|||
|
* Copies the unpacked plugin to the `exploded` directory.
|
|||
|
* Updates template metadata files in the `plugin` directory.
|
|||
|
The GUIDs of all asset metadata is modified due to the version number
|
|||
|
change. Each file within the plugin is versioned to allow multiple
|
|||
|
versions of the plugin to be imported into a Unity project which allows
|
|||
|
the most recent version to be activated by the Version Handler
|
|||
|
component.
|
|||
|
* Create release commit using `./gradlew gitCreateReleaseCommit` which
|
|||
|
performs `git commit -a -m "description from CHANGELOG.md"`
|
|||
|
* Once the release commit is merge, tag the release using
|
|||
|
`./gradlew gitTagRelease` which performs the following:
|
|||
|
* `git tag -a pluginVersion -m "version RELEASE"` to tag the release.
|
|||
|
* Update tags on remote branch using `git push --tag REMOTE HEAD:master`
|