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Update build.cs for Unity 6000.
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  • example/unity/DemoApp/Assets/FlutterUnityIntegration/Editor

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example/unity/DemoApp/Assets/FlutterUnityIntegration/Editor/Build.cs

Lines changed: 24 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -208,14 +208,22 @@ private static void DoBuildAndroid(String buildPath, bool isPlugin, bool isRelea
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// remove this line if you don't use a debugger and you want to speed up the flutter build
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playerOptions.options = BuildOptions.AllowDebugging | BuildOptions.Development;
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}
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#if UNITY_2022_1_OR_NEWER
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#if UNITY_6000_0_OR_NEWER
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PlayerSettings.SetIl2CppCompilerConfiguration(UnityEditor.Build.NamedBuildTarget.Android, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
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PlayerSettings.SetIl2CppCodeGeneration(UnityEditor.Build.NamedBuildTarget.Android, UnityEditor.Build.Il2CppCodeGeneration.OptimizeSize);
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#elif UNITY_2022_1_OR_NEWER
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PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.Android, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
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PlayerSettings.SetIl2CppCodeGeneration(UnityEditor.Build.NamedBuildTarget.Android, UnityEditor.Build.Il2CppCodeGeneration.OptimizeSize);
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#elif UNITY_2021_2_OR_NEWER
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PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.Android, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
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EditorUserBuildSettings.il2CppCodeGeneration = UnityEditor.Build.Il2CppCodeGeneration.OptimizeSize;
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#endif
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#if UNITY_ANDROID && UNITY_6000_0_OR_NEWER
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UnityEditor.Android.UserBuildSettings.DebugSymbols.level = isReleaseBuild ? Unity.Android.Types.DebugSymbolLevel.None : Unity.Android.Types.DebugSymbolLevel.SymbolTable;
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UnityEditor.Android.UserBuildSettings.DebugSymbols.format = Unity.Android.Types.DebugSymbolFormat.LegacyExtensions;
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#endif
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// Switch to Android standalone build.
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EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android);
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// build addressable
@@ -227,6 +235,13 @@ private static void DoBuildAndroid(String buildPath, bool isPlugin, bool isRelea
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Copy(buildPath, AndroidExportPath);
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// Unity 6000 shared folder
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string sharedPath = Path.Combine(APKPath, "shared");
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if (Directory.Exists(sharedPath))
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{
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Copy(sharedPath, Path.Combine(AndroidExportPath, "shared"));
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}
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// Modify build.gradle
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ModifyAndroidGradle(isPlugin);
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@@ -332,6 +347,10 @@ private static void ModifyAndroidGradle(bool isPlugin)
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buildText = buildText.Replace(" + unityStreamingAssets.tokenize(', ')", "");
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buildText = Regex.Replace(buildText, "ndkPath \".*\"", "");
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// Untiy 6000, handle ../shared/
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buildText = Regex.Replace(buildText, @"\.\./shared/", "./shared/");
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// check for namespace definition (Android gradle plugin 8+), add a backwards compatible version if it is missing.
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if(!buildText.Contains("namespace"))
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{
@@ -404,7 +423,10 @@ private static void BuildIOS(String path, bool isReleaseBuild)
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EditorUserBuildSettings.iOSBuildConfigType = iOSBuildType.Release;
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#endif
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407-
#if UNITY_2022_1_OR_NEWER
426+
#if UNITY_6000_0_OR_NEWER
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PlayerSettings.SetIl2CppCompilerConfiguration(UnityEditor.Build.NamedBuildTarget.Android, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
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PlayerSettings.SetIl2CppCodeGeneration(UnityEditor.Build.NamedBuildTarget.Android, UnityEditor.Build.Il2CppCodeGeneration.OptimizeSize);
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#elif UNITY_2022_1_OR_NEWER
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PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.iOS, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
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PlayerSettings.SetIl2CppCodeGeneration(UnityEditor.Build.NamedBuildTarget.iOS, UnityEditor.Build.Il2CppCodeGeneration.OptimizeSize);
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#elif UNITY_2021_2_OR_NEWER

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