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# External Dependency Manager for Unity
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[![openupm](https://img.shields.io/npm/v/com.google.external-dependency-manager?label=openupm®istry_uri=https://package.openupm.com)](https://openupm.com/packages/com.google.external-dependency-manager/)
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[![openupm](https://img.shields.io/badge/dynamic/json?color=brightgreen&label=downloads&query=%24.downloads&suffix=%2Fmonth&url=https%3A%2F%2Fpackage.openupm.com%2Fdownloads%2Fpoint%2Flast-month%2Fcom.google.external-dependency-manager)](https://openupm.com/packages/com.google.external-dependency-manager/)
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## Overview
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The External Dependency Manager for Unity (EDM4U) (formerly Play Services
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Resolver/Jar Resolver) is intended to be used by any Unity package or user that
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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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If you want to add and use iOS/Android dependencies directly in your project,
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then you should to install EDM4U in your project.
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If you are a package user and the plugin you are using depends on EDM4U, *and*
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the package does not include EDM4U as a package dependency already, then you
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should to install EDM4U in your project.
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If you are a UPM package maintainer and your package requires EDM4U, then you
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should add EDM4U as a
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[package dependency](https://docs.unity3d.com/2019.3/Documentation/Manual/upm-dependencies.html)
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in your package manifest (`package.json`):
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```json
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{
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"dependencies": {
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"com.google.external-dependency-manager": "1.2.178"
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}
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}
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```
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You should still install EDM4U to test out the package during development.
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If you are a legacy `.unitypackage` package maintainer and your package requires
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EDM4U, please ask the user to install EDM4U separately. You should install EDM4U
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to test out the package during development.
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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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## 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 Unity 2018.4 or above,
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when [scoped registry](https://docs.unity3d.com/Manual/upm-scoped.html) support
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was added to the Package Manager.
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## Getting Started
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Check out [troubleshooting](troubleshooting-faq.md) if you need help.
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### Install via OpenUPM
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EDM4U is available on
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[OpenUPM](https://openupm.com/packages/com.google.external-dependency-manager/):
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```shell
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openupm add com.google.external-dependency-manager
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```
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### Install via Google APIs for Unity
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EDM4U is available both in UPM and legacy `.unitypackage` formats on
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[Google APIs for Unity](https://developers.google.com/unity/archive#external_dependency_manager_for_unity).
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You may install the UPM version (.tgz) as a
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[local UPM package](https://docs.unity3d.com/Manual/upm-ui-local.html).
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You can also install EDM4U in your project as a `.unitypackage`. This is not
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recommended due to potential conflicts.
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### Conflict Resolution
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For historical reasons, a package maintainer may choose to embed EDM4U in their
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package for ease of installation. This will create a conflict when you try to
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install EDM4U with the steps above, or with another package with embedded EDM4U.
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If your project imported a `.unitypackage` that has a copy of EDM4U embedded in
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it, you may safely delete it from your Assets folder. If your project depends on
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another UPM package with EDM4U, please reach out to the package maintainer and
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ask them to replace it with a dependency to this package. In the meantime, you
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can workaround the issue by copying the package to your Packages folder (to
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create an
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[embedded package](https://docs.unity3d.com/Manual/upm-concepts.html#Embedded))
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and perform the steps yourself to avoid a dependency conflict.
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### Config file
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To start adding dependencies to your project, 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 project requires.
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The XML file needs to be under an `Editor` directory and match the name
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`*Dependencies.xml`. For example, `MyPlugin/Editor/MyPluginDependencies.xml`.
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## Usages
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### Android Resolver
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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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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 the
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set of a plugin's Android dependencies:
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```xml
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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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```xml
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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 resolution
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process runs when the specified dependencies are not present in your project.
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The *auto-resolution* process can be disabled via the `Assets > External
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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. They can
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easily be deleted using the `Assets > External Dependency Manager > Android
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Resolver > Delete Resolved Libraries` 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 by
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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 to
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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 by
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Android. Unfortunately, when targeting a single ABI (e.g x86), Unity does not
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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 reduce
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the built APK size. Furthermore, if native libraries are not stripped from an
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APK (e.g you have a mix of Unity's x86 library and some armeabi-v7a libraries)
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Android may attempt to load the wrong library for the current runtime ABI
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completely breaking your plugin when targeting some architectures.
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AAR explosion and therefore ABI stripping can be disabled via the `Assets >
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External Dependency Manager > Android Resolver > Settings` menu. You may want to
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disable explosion of AARs if you're exporting a project to be built with
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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 build
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system and Gradle/Android Studio project export.
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It's possible to change the resolution strategy via the `Assets > External
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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. E.g Delete all files and
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directories labeled with "gpsr" under `Plugins/Android` from the project.
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- Collect the set of Android dependencies (libraries) specified by a project's
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`*Dependencies.xml` files.
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- Run `download_artifacts.gradle` with Gradle to resolve conflicts and, if
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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). This
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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 again if the bundle ID has changed.
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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. E.g Delete all files and
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directories labeled with "gpsr" under `Plugins/Android` from the project and
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remove sections delimited with `// Android Resolver * Start` and `// Android
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Resolver * End` lines.
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- Collect the set of Android dependencies (libraries) specified by a project's
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`*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 `.*apply plugin:
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'com\.android\.(application|library)'.*` or the section starting at the line
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`// Android Resolver Repos Start`. If you want to control the injection
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point in the file, the section delimited by the lines `// Android Resolver
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Repos Start` and `// Android Resolver Repos End` should be placed in the
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global scope 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 the
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section starting at the line `// Android Resolver Dependencies Start`. If
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you want to control the injection point in the file, the section delimited
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by the lines `// Android Resolver Dependencies Start` and `// Android
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Resolver Dependencies End` should be placed in the `dependencies` section.
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- Inject the packaging options logic, which excludes architecture specific
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libraries based upon the selected build target, into `mainTemplate.gradle`
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at the line matching the pattern `android +{` or the section starting at the
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line `// Android Resolver Exclusions Start`. If you want to control the
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injection point in the file, the section delimited by the lines `// Android
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Resolver Exclusions Start` and `// Android Resolver Exclusions End` should
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be placed in the global scope before the `android` section.
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#### Dependency Tracking
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The Android Resolver creates the
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`ProjectSettings/AndroidResolverDependencies.xml` to quickly determine the set
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of resolved dependencies in a project. This is used by the auto-resolution
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process to only run the expensive resolution process when necessary.
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#### Displaying Dependencies
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It's possible to display the set of dependencies the Android Resolver would
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download and process in your project via the `Assets > External Dependency
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Manager > Android Resolver > Display Libraries` menu item.
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### iOS Resolver
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The iOS resolver component of this plugin manages
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[CocoaPods](https://cocoapods.org/). A CocoaPods `Podfile` is generated and the
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`pod` tool is executed as a post build process step to add dependencies to the
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Xcode project exported by Unity.
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Dependencies for iOS are added by referring to CocoaPods.
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For example, to add the AdMob pod, version 7.0 or greater with bitcode enabled:
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```xml
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<dependencies>
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<iosPods>
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<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:
|
|
|
|
|
|
|
|
|
|
```csharp
|
|
|
|
|
using System.IO;
|
|
|
|
|
|
|
|
|
|
using UnityEditor;
|
|
|
|
|
using UnityEditor.Callbacks;
|
|
|
|
|
using UnityEngine;
|
|
|
|
|
|
|
|
|
|
public class PostProcessIOS : MonoBehaviour
|
|
|
|
|
{
|
|
|
|
|
// 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).
|
|
|
|
|
[PostProcessBuildAttribute(45)]
|
|
|
|
|
private static void PostProcessBuild_iOS(BuildTarget target, string buildPath)
|
|
|
|
|
{
|
|
|
|
|
if (target == BuildTarget.iOS)
|
|
|
|
|
{
|
|
|
|
|
using (StreamWriter sw = File.AppendText(buildPath + "/Podfile"))
|
|
|
|
|
{
|
|
|
|
|
// E.g. add an app extension
|
|
|
|
|
sw.WriteLine("\ntarget 'NSExtension' do\n pod 'Firebase/Messaging', '6.6.0'\nend");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
### Package Manager Resolver
|
|
|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
|
|
|
For example, to add a registry for plugins in the scope `com.coolstuff`:
|
|
|
|
|
|
|
|
|
|
```xml
|
|
|
|
|
<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](#version-handler)
|
|
|
|
|
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
|
|
|
|
|
|
|
|
|
|
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) section for 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.
|
|
|
|
|
|
|
|
|
|
## 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
|
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|
|
|
bugs when that doesn't work and finally give up.
|
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EDM4U provides solutions for each of these problems.
|
|
|
|
|
|
|
|
|
|
### Android Dependency Management
|
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|
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|
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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
|
|
|
|
|
the same dependencies.
|
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|
|
|
|
|
|
|
|
Without the Android Resolver, typically Unity plugins bundle their AAR and JAR
|
|
|
|
|
dependencies, e.g. a Unity plugin `SomePlugin` that requires the Google Play
|
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|
|
|
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.
|
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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 versions
|
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|
|
|
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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|
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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 and
|
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|
|
|
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
|
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|
|
|
included through multiple Unity plugins in their project.
|
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|
|
|
|
|
|
|
### Package Manager Registry Setup
|
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|
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|
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|
|
The [Package Manager](https://docs.unity3d.com/Manual/Packages.html) (PM) makes
|
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|
|
|
use of [NPM](https://www.npmjs.com/) 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
|
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|
|
|
this plugin integrates with [PM](https://docs.unity3d.com/Manual/Packages.html)
|
|
|
|
|
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` includes `EDM4U` plugin at version 1.1.
|
|
|
|
|
* Unity plugin `SomeOtherPlugin` includes `EDM4U` 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, if `SomePlugin` is imported then `SomeOtherPlugin`
|
|
|
|
|
is imported.
|
|
|
|
|
* `EDM4U` at version 1.1, if `SomeOtherPlugin` is imported then `SomePlugin`
|
|
|
|
|
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](#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.
|
|
|
|
|
|
|
|
|
|
## Plugin Redistribution
|
|
|
|
|
|
|
|
|
|
If you are a package maintainer and your package depends on EDM4U, it is highly
|
|
|
|
|
recommended to use the UPM format and add EDM4U as a dependency. If you must
|
|
|
|
|
include it in your `.unitypackage`, redistributing `EDM4U` inside your own
|
|
|
|
|
plugin might ease the integration process for your users.
|
|
|
|
|
|
|
|
|
|
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:
|
|
|
|
|
|
|
|
|
|
1. Import the `external-dependency-manager-*.unitypackage` into your plugin
|
|
|
|
|
project by
|
|
|
|
|
[running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html),
|
|
|
|
|
ensuring that you add the `-gvh_disable` option.
|
|
|
|
|
1. Export your plugin by
|
|
|
|
|
[running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html),
|
|
|
|
|
ensuring that you:
|
|
|
|
|
- Include the contents of the `Assets/PlayServicesResolver` and
|
|
|
|
|
`Assets/ExternalDependencyManager` directory.
|
|
|
|
|
- Add the `-gvh_disable` option.
|
|
|
|
|
|
|
|
|
|
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`:
|
|
|
|
|
|
|
|
|
|
```shell
|
|
|
|
|
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.
|
|
|
|
|
|
|
|
|
|
## Building from Source
|
|
|
|
|
|
|
|
|
|
To build this plugin from source you need the following tools installed: * Unity
|
|
|
|
|
2021 and below (with iOS and Android modules installed) * Java 11
|
|
|
|
|
|
|
|
|
|
You can build the plugin by running the following from your shell (Linux / OSX):
|
|
|
|
|
|
|
|
|
|
```shell
|
|
|
|
|
./gradlew build
|
|
|
|
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
or Windows:
|
|
|
|
|
|
|
|
|
|
```shell
|
|
|
|
|
./gradlew.bat build
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
If Java 11 is not your default Java command, add
|
|
|
|
|
`-Dorg.gradle.java.home=<PATH_TO_JAVA_HOME>` to the command above.
|
|
|
|
|
|
|
|
|
|
## Testing
|
|
|
|
|
|
|
|
|
|
You can run the tests by running the following from your shell (Linux / OSX):
|
|
|
|
|
|
|
|
|
|
```shell
|
|
|
|
|
./gradlew test
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
or Windows:
|
|
|
|
|
|
|
|
|
|
```shell
|
|
|
|
|
./gradlew.bat test
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
The following properties can be set to narrow down the tests to run or change
|
|
|
|
|
the test run behavior.
|
|
|
|
|
|
|
|
|
|
* `INTERACTIVE_MODE_TESTS_ENABLED` - Default to `1`. Set to `1` to enable
|
|
|
|
|
interactive mode tests, which requires GPU on the machine. Otherwise, only
|
|
|
|
|
run tests in the batch mode.
|
|
|
|
|
* `INCLUDE_TEST_TYPES` - Default to empty string, which means to include every
|
|
|
|
|
type of the test. To narrow down the types of test to run, set this
|
|
|
|
|
properties with a list of case-insensitive type strings separated by comma.
|
|
|
|
|
For instance, `-PINCLUDE_TEST_TYPES="Python,NUnit"` means to include only
|
|
|
|
|
Python tests and NUnit tests. See `TestTypeEnum` in `build.gradle` for
|
|
|
|
|
available options.
|
|
|
|
|
* `EXCLUDE_TEST_TYPES` - Default to empty string, which means to exclude none.
|
|
|
|
|
To add types of tests to exclude, set this properties with a list of
|
|
|
|
|
case-insensitive type strings separated by comma. For instance,
|
|
|
|
|
`-PEXCLUDE_TEST_TYPES="Python,NUnit"` means to exclude Python tests and
|
|
|
|
|
NUnit tests. See `TestTypeEnum` in `build.gradle` for available options.
|
|
|
|
|
* `INCLUDE_TEST_MODULES` - Default to empty string, which means to include the
|
|
|
|
|
tests for every modules. To narrow down modules to test, set this properties
|
|
|
|
|
with a list of case-insensitive module strings separated by comma. For
|
|
|
|
|
instance, `-PINCLUDE_TEST_MODULES="Tool,AndroidResolver"` means to run tests
|
|
|
|
|
for tools and Android Resolver only. See `TestModuleEnum` in `build.gradle`
|
|
|
|
|
for available options.
|
|
|
|
|
* `EXCLUDE_TEST_MODULES` - Default to empty string, which means to exclude
|
|
|
|
|
none. To add modules to exclude, set this properties with a list of
|
|
|
|
|
case-insensitive module strings separated by comma. For instance,
|
|
|
|
|
`-PEXCLUDE_TEST_MODULES="Tool,AndroidResolver"` means to run tests for any
|
|
|
|
|
modules other than tools and Android Resolver. See `TestModuleEnum` in
|
|
|
|
|
`build.gradle` for available options.
|
|
|
|
|
* `EXCLUDE_TESTS` - Default to empty string, which means to exclude none. To
|
|
|
|
|
add tests to exclude, set this properties with a list of case-insensitive
|
|
|
|
|
test names separated by comma. For instance,
|
|
|
|
|
`-PEXCLUDE_TESTS="testGenGuids,testDownloadArtifacts"` means to run tests
|
|
|
|
|
except the tests with name of `testGenGuids` and `testDownloadArtifacts`.
|
|
|
|
|
* `CONTINUE_ON_FAIL_FOR_TESTS_ENABLED` - Default to `1`. Set to `1` to
|
|
|
|
|
continue running the next test when the current one fails. Otherwise, the
|
|
|
|
|
build script stops whenever any test fails.
|
|
|
|
|
|
|
|
|
|
For instance, by running the following command, it only runs the Unity
|
|
|
|
|
integration tests that does not requires GPU, but exclude tests for Android
|
|
|
|
|
Resolver module and iOS Resolver module.
|
|
|
|
|
|
|
|
|
|
```shell
|
|
|
|
|
./gradlew test \
|
|
|
|
|
-PINTERACTIVE_MODE_TESTS_ENABLED=0 \
|
|
|
|
|
-PINCLUDE_TEST_TYPES="Integration" \
|
|
|
|
|
-PEXCLUDE_TEST_MODULES="AndroidResolver,iOSResolver"
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
## 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`
|