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CrowdControl/Assets/GleyPlugins/Ads/Scripts/Editor/PostBuildStep.cs

45 lines
1.2 KiB
C#

2 months ago
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
using GleyMobileAds;
#if UNITY_IOS
using UnityEditor.iOS.Xcode;
#endif
using System.IO;
public class PostBuildStep
{
[PostProcessBuild(0)]
public static void OnPostProcessBuild(BuildTarget buildTarget, string pathToXcode)
{
if (buildTarget == BuildTarget.iOS)
{
AddPListValues(pathToXcode);
}
}
// Implement a function to read and write values to the plist file:
static void AddPListValues(string pathToXcode)
{
#if UNITY_IOS
#if USE_ATT
// Retrieve the plist file from the Xcode project directory:
string plistPath = pathToXcode + "/Info.plist";
PlistDocument plistObj = new PlistDocument();
// Read the values from the plist file:
plistObj.ReadFromString(File.ReadAllText(plistPath));
// Set values from the root object:
PlistElementDict plistRoot = plistObj.root;
// Set the description key-value in the plist:
plistRoot.SetString("NSUserTrackingUsageDescription", Resources.Load<AdSettings>("AdSettingsData").nativePopupText);
// Save changes to the plist:
File.WriteAllText(plistPath, plistObj.WriteToString());
#endif
#endif
}
}