The External Dependency Manager for Unity (EDM4U) (formerly Play Services Resolver/Jar Resolver) is intended to be used by any Unity package or user that requires:
-
Android specific libraries (e.g AARs)
-
iOS CocoaPods
-
Version management of transitive dependencies
-
Management of Package Manager (PM) Registries
If you want to add and use iOS/Android dependencies directly in your project, then you should to install EDM4U in your project.
If you are a package user and the plugin you are using depends on EDM4U, and the package does not include EDM4U as a package dependency already, then you should to install EDM4U in your project.
If you are a UPM package maintainer and your package requires EDM4U, then you
should add EDM4U as a
package dependency
in your package manifest (package.json
):
{
"dependencies": {
"com.google.external-dependency-manager": "1.2.178"
}
}
You should still install EDM4U to test out the package during development.
If you are a legacy .unitypackage
package maintainer and your package requires
EDM4U, please ask the user to install EDM4U separately. You should install EDM4U
to test out the package during development.
Updated releases are available on GitHub
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.
Check out troubleshooting if you need help.
EDM4U is available on OpenUPM:
openupm add com.google.external-dependency-manager
EDM4U is available both in UPM and legacy .unitypackage
formats on
Google APIs for Unity.
You may install the UPM version (.tgz) as a local UPM package.
You can also install EDM4U in your project as a .unitypackage
. This is not
recommended due to potential conflicts.
For historical reasons, a package maintainer may choose to embed EDM4U in their
package for ease of installation. This will create a conflict when you try to
install EDM4U with the steps above, or with another package with embedded EDM4U.
If your project imported a .unitypackage
that has a copy of EDM4U embedded in
it, you may safely delete it from your Assets folder. If your project depends on
another UPM package with EDM4U, please reach out to the package maintainer and
ask them to replace it with a dependency to this package. In the meantime, you
can workaround the issue by copying the package to your Packages folder (to
create an
embedded package)
and perform the steps yourself to avoid a dependency conflict.
To start adding dependencies to your project, copy and rename the SampleDependencies.xml file into your plugin and add the dependencies your project requires.
The XML file needs to be under an Editor
directory and match the name
*Dependencies.xml
. For example, MyPlugin/Editor/MyPluginDependencies.xml
.
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.
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>
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
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.
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.
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.
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.
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 theAndroidManifest.xml
with the project's bundle ID. This means resolution must be run again if the bundle ID has changed. -
Move the processed AARs to
Plugins/Android
so they will be included when Unity invokes the Android build.
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.
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.
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.
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.
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>
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.
In order to modify the generated Podfile you can create a script like this:
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");
}
}
}
}
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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 where0
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 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 are followed.
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.
EDM4U provides solutions for each of these problems.
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.
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.
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.
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.
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.
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:
- 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
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.
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):
./gradlew build
or Windows:
./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.
You can run the tests by running the following from your shell (Linux / OSX):
./gradlew test
or Windows:
./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 to1
. Set to1
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. SeeTestTypeEnum
inbuild.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. SeeTestTypeEnum
inbuild.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. SeeTestModuleEnum
inbuild.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. SeeTestModuleEnum
inbuild.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 oftestGenGuids
andtestDownloadArtifacts
. -
CONTINUE_ON_FAIL_FOR_TESTS_ENABLED
- Default to1
. Set to1
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.
./gradlew test \
-PINTERACTIVE_MODE_TESTS_ENABLED=0 \
-PINCLUDE_TEST_TYPES="Integration" \
-PEXCLUDE_TEST_MODULES="AndroidResolver,iOSResolver"
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