35 KiB
External Dependency Manager for Unity
Overview
The External Dependency Manager for Unity (EDM4U) (formerly Play Services Resolver / Jar Resolver) is intended to be used by any Unity plugin that requires:
- Android specific libraries (e.g AARs).
- iOS CocoaPods.
- Version management of transitive dependencies.
- Management of Package Manager (PM) Registries.
Updated releases are available on GitHub
Background
Many Unity plugins have dependencies upon Android specific libraries, iOS CocoaPods, and sometimes have transitive dependencies upon other Unity plugins. This causes the following problems:
- Integrating platform specific (e.g Android and iOS) libraries within a Unity project can be complex and a burden on a Unity plugin maintainer.
- The process of resolving conflicting dependencies on platform specific libraries is pushed to the developer attempting to use a Unity plugin. The developer trying to use your plugin is very likely to give up when faced with Android or iOS specific build errors.
- The process of resolving conflicting Unity plugins (due to shared Unity plugin components) is pushed to the developer attempting to use your Unity plugin. In an effort to resolve conflicts, the developer will very likely attempt to resolve problems by deleting random files in your plugin, report bugs when that doesn't work and finally give up.
EDM provides solutions for each of these problems.
If, after reading this, you need to debug usage of EDM in a Unity project, consult the debugging step-by-step guide.
Android Dependency Management
The Android Resolver component of this plugin will download and integrate Android library dependencies and handle any conflicts between plugins that share the same dependencies.
Without the Android Resolver, typically Unity plugins bundle their AAR and
JAR dependencies, e.g. a Unity plugin SomePlugin
that requires the Google
Play Games Android library would redistribute the library and its transitive
dependencies in the folder SomePlugin/Android/
. When a user imports
SomeOtherPlugin
that includes the same libraries (potentially at different
versions) in SomeOtherPlugin/Android/
, the developer using SomePlugin
and
SomeOtherPlugin
will see an error when building for Android that can be hard
to interpret.
Using the Android Resolver to manage Android library dependencies:
- Solves Android library conflicts between plugins.
- Handles all of the various processing steps required to use Android libraries (AARs, JARs) in Unity 4.x and above projects. Almost all versions of Unity have - at best - partial support for AARs.
- (Experimental) Supports minification of included Java components without exporting a project.
iOS Dependency Management
The iOS Resolver component of this plugin integrates with CocoaPods to download and integrate iOS libraries and frameworks into the Xcode project Unity generates when building for iOS. Using CocoaPods allows multiple plugins to utilize shared components without forcing developers to fix either duplicate or incompatible versions of libraries included through multiple Unity plugins in their project.
Package Manager Registry Setup
The Package Manager (PM) makes use of NPM registry servers for package hosting and provides ways to discover, install, upgrade and uninstall packages. This makes it easier for developers to manage plugins within their projects.
However, installing additional package registries requires a few manual steps
that can potentially be error prone. The Package Manager Resolver
component of this plugin integrates with
PM to provide a way to
auto-install PM package registries when a .unitypackage
is installed which
allows plugin maintainers to ship a .unitypackage
that can provide access
to their own PM registry server to make it easier for developers to
manage their plugins.
Unity Plugin Version Management
Finally, the Version Handler component of this plugin simplifies the process of managing transitive dependencies of Unity plugins and each plugin's upgrade process.
For example, without the Version Handler plugin, if:
- Unity plugin
SomePlugin
includesEDM4U
plugin at version 1.1. - Unity plugin
SomeOtherPlugin
includesEDM4U
plugin at version 1.2.
The version of EDM4U
included in the developer's project depends upon the
order the developer imports SomePlugin
or SomeOtherPlugin
.
This results in:
EDM4U
at version 1.2, ifSomePlugin
is imported thenSomeOtherPlugin
is imported.EDM4U
at version 1.1, ifSomeOtherPlugin
is imported thenSomePlugin
is imported.
The Version Handler solves the problem of managing transitive dependencies by:
- Specifying a set of packaging requirements that enable a plugin at different versions to be imported into a Unity project.
- Providing activation logic that selects the latest version of a plugin within a project.
When using the Version Handler to manage EDM4U
included in SomePlugin
and
SomeOtherPlugin
, from the prior example, version 1.2 will always be the
version activated in a developer's Unity project.
Plugin creators are encouraged to adopt this library to ease integration for their customers. For more information about integrating EDM4U into your own plugin, see the Plugin Redistribution section of this document.
Analytics
The External Dependency Manager for Unity plugin by default logs usage to Google Analytics. The purpose of the logging is to quantitatively measure the usage of functionality, to gather reports on integration failures and to inform future improvements to the developer experience of the External Dependency Manager plugin. Note that the analytics collected are limited to the scope of the EDM4U plugin’s usage.
For details of what is logged, please refer to the usage of
EditorMeasurement.Report()
in the source code.
Requirements
The Android Resolver and iOS Resolver components of the plugin only work with Unity version 4.6.8 or higher.
The Version Handler component only works with Unity 5.x or higher as it
depends upon the PluginImporter
UnityEditor API.
The Package Manager Resolver component only works with Unity 2018.4 or above, when scoped registry support was added to the Package Manager.
Getting Started
Before you import EDM4U into your plugin project, you first
need to consider whether you intend to redistribute EDM4U
along with your own plugin.
Plugin Redistribution
If you're a plugin maintainer, redistributing EDM4U
inside your own plugin
will ease the integration process for your users, by resolving dependency
conflicts between your plugin and other plugins in a user's project.
If you wish to redistribute EDM4U
inside your plugin,
you must follow these steps when importing the
external-dependency-manager-*.unitypackage
, and when exporting your own plugin
package:
- Import the
external-dependency-manager-*.unitypackage
into your plugin project by running Unity from the command line, ensuring that you add the-gvh_disable
option. - Export your plugin by running Unity from the command line, ensuring that
you:
- Include the contents of the
Assets/PlayServicesResolver
andAssets/ExternalDependencyManager
directory. - Add the
-gvh_disable
option.
- Include the contents of the
You must specify the -gvh_disable
option in order for the Version
Handler to work correctly!
For example, the following command will import the
external-dependency-manager-1.2.46.0.unitypackage
into the project
MyPluginProject
and export the entire Assets folder to
MyPlugin.unitypackage
:
Unity -gvh_disable \
-batchmode \
-importPackage external-dependency-manager-1.2.46.0.unitypackage \
-projectPath MyPluginProject \
-exportPackage Assets MyPlugin.unitypackage \
-quit
Background
The Version Handler component relies upon deferring the load of editor DLLs
so that it can run first and determine the latest version of a plugin component
to activate. The build of EDM4U
plugin has Unity asset metadata that is
configured so that the editor components are not initially enabled when it's
imported into a Unity project. To maintain this configuration when importing
the external-dependency-manager.unitypackage
into a Unity plugin project, you
must specify the command line option -gvh_disable
which will prevent the
Version Handler component from running and changing the Unity asset metadata.
Android Resolver Usage
The Android Resolver copies specified dependencies from local or remote Maven repositories into the Unity project when a user selects Android as the build target in the Unity editor.
-
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 section! -
Copy and rename the 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
. -
Follow the steps in the Getting Started section when you are exporting your plugin package.
For example, to add the Google Play Games library
(com.google.android.gms:play-services-games
package) at version 9.8.0
to
the set of a plugin's Android dependencies:
<dependencies>
<androidPackages>
<androidPackage spec="com.google.android.gms:play-services-games:9.8.0">
<androidSdkPackageIds>
<androidSdkPackageId>extra-google-m2repository</androidSdkPackageId>
</androidSdkPackageIds>
</androidPackage>
</androidPackages>
</dependencies>
The version specification (last component) supports:
- Specific versions e.g
9.8.0
- Partial matches e.g
9.8.+
would match 9.8.0, 9.8.1 etc. choosing the most recent version. - Latest version using
LATEST
or+
. We do not recommend using this unless you're 100% sure the library you depend upon will not break your Unity plugin in future.
The above example specifies the dependency as a component of the Android SDK
manager such that the Android SDK manager will be executed to install the
package if it's not found. If your Android dependency is located on Maven
central it's possible to specify the package simply using the androidPackage
element:
<dependencies>
<androidPackages>
<androidPackage spec="com.google.api-client:google-api-client-android:1.22.0" />
</androidPackages>
</dependencies>
Auto-resolution
By default the Android Resolver automatically monitors the dependencies you have
specified and the Plugins/Android
folder of your Unity project. The
resolution process runs when the specified dependencies are not present in your
project.
The auto-resolution process can be disabled via the
Assets > External Dependency Manager > Android Resolver > Settings
menu.
Manual resolution can be performed using the following menu options:
Assets > External Dependency Manager > Android Resolver > Resolve
Assets > External Dependency Manager > Android Resolver > Force Resolve
Deleting libraries
Resolved packages are tracked via asset labels by the Android Resolver.
They can easily be deleted using the
Assets > External Dependency Manager > Android Resolver > Delete Resolved Libraries
menu item.
Android Manifest Variable Processing
Some AAR files (for example play-services-measurement) contain variables that
are processed by the Android Gradle plugin. Unfortunately, Unity does not
perform the same processing when using Unity's Internal Build System, so the
Android Resolver plugin handles known cases of this variable substitution
by exploding the AAR into a folder and replacing ${applicationId}
with the
bundleID
.
Disabling AAR explosion and therefore Android manifest processing can be done
via the Assets > External Dependency Manager > Android Resolver > Settings
menu. You may want to disable explosion of AARs if you're exporting a project
to be built with Gradle / Android Studio.
ABI Stripping
Some AAR files contain native libraries (.so files) for each ABI supported by Android. Unfortunately, when targeting a single ABI (e.g x86), Unity does not strip native libraries for unused ABIs. To strip unused ABIs, the Android Resolver plugin explodes an AAR into a folder and removes unused ABIs to reduce the built APK size. Furthermore, if native libraries are not stripped from an APK (e.g you have a mix of Unity's x86 library and some armeabi-v7a libraries) Android may attempt to load the wrong library for the current runtime ABI completely breaking your plugin when targeting some architectures.
AAR explosion and therefore ABI stripping can be disabled via the
Assets > External Dependency Manager > Android Resolver > Settings
menu.
You may want to disable explosion of AARs if you're exporting a project to be
built with Gradle / Android Studio.
Resolution Strategies
By default the Android Resolver will use Gradle to download dependencies prior to integrating them into a Unity project. This works with Unity's internal build system and Gradle / Android Studio project export.
It's possible to change the resolution strategy via the
Assets > External Dependency Manager > Android Resolver > Settings
menu.
Download Artifacts with Gradle
Using the default resolution strategy, the Android resolver executes the following operations:
- Remove the result of previous Android resolutions.
e.g Delete all files and directories labeled with "gpsr" under
Plugins/Android
from the project. - Collect the set of Android dependencies (libraries) specified by a
project's
*Dependencies.xml
files. - Run
download_artifacts.gradle
with Gradle to resolve conflicts and, if successful, download the set of resolved Android libraries (AARs, JARs). - Process each AAR / JAR so that it can be used with the currently selected
Unity build system (e.g Internal vs. Gradle, Export vs. No Export).
This involves patching each reference to
applicationId
in the AndroidManifest.xml with the project's bundle ID. This means resolution must be run if the bundle ID is changed again. - Move the processed AARs to
Plugins/Android
so they will be included when Unity invokes the Android build.
Integrate into mainTemplate.gradle
Unity 5.6 introduced support for customizing the build.gradle
used to build
Unity projects with Gradle. When the Patch mainTemplate.gradle setting is
enabled, rather than downloading artifacts before the build, Android resolution
results in the execution of the following operations:
- Remove the result of previous Android resolutions.
e.g Delete all files and directories labeled with "gpsr" under
Plugins/Android
from the project and remove sections delimited with// Android Resolver * Start
and// Android Resolver * End
lines. - Collect the set of Android dependencies (libraries) specified by a
project's
*Dependencies.xml
files. - Rename any
.srcaar
files in the build to.aar
and exclude them from being included directly by Unity in the Android build asmainTemplate.gradle
will be patched to include them instead from their local maven repositories. - Inject the required Gradle repositories into
mainTemplate.gradle
at the line matching the pattern.*apply plugin: 'com\.android\.(application|library)'.*
or the section starting at the line// Android Resolver Repos Start
. If you want to control the injection point in the file, the section delimited by the lines// Android Resolver Repos Start
and// Android Resolver Repos End
should be placed in the global scope before thedependencies
section. - Inject the required Android dependencies (libraries) into
mainTemplate.gradle
at the line matching the pattern***DEPS***
or the section starting at the line// Android Resolver Dependencies Start
. If you want to control the injection point in the file, the section delimited by the lines// Android Resolver Dependencies Start
and// Android Resolver Dependencies End
should be placed in thedependencies
section. - Inject the packaging options logic, which excludes architecture specific
libraries based upon the selected build target, into
mainTemplate.gradle
at the line matching the patternandroid +{
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 theandroid
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. 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.
-
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 section! -
Copy and rename the 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
. -
Follow the steps in the 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 thisXcode 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 (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
-
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 section! -
Copy and rename the 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 withgumpr_registries
. For example,MyPlugin/Editor/MyPluginRegistries.xml
. -
Follow the steps in the 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.
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 formatvh-name:VERSION_HANDLER_MANIFEST_NAME
whereVERSION_HANDLER_MANIFEST_NAME
is the name of the manifest defined in the.unitypackage
. For more information see the description of thegvhp_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 theAssets
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 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 usingAssets > 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 tomyfilename_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:
- Add the
gvh
asset label to each asset (file) you want Version Handler to manage. - Add the
gvh_version-VERSION
label to each asset whereVERSION
is the version of the plugin you're releasing (e.g 1.2.3). - Add the
gvhp_exportpath-PATH
label to each asset wherePATH
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. - Optional: Add
gvh_targets-editor
label to each editor DLL in your plugin and disableeditor
as a target platform for the DLL. The Version Handler will enable the most recent version of this DLL when the plugin is imported. - 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.
- 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 thegvh_manifest
label to the asset to indicate this file is a plugin manifest. - 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. - Redistribute EDM4U Unity plugin with your plugin. See the 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 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
inbuild.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.
- Updates
- Create release commit using
./gradlew gitCreateReleaseCommit
which performsgit 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