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https://qiita.com/taiyang-ks/items/95ca67334b1b409...
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Unity1WeekJam¤Ë»²²Ã¤¹¤ëÁ°¤Ë¼«Æ°¥Ó¥ë¥É¤òƳÆþ¤·¤è¤¦
https://orotiyamatano.hatenablog.com/entry/2019/11...
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https://zenn.dev/kd_gamegikenblg/articles/c8b89f31...
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using System;
using UnityEditor;
using UnityEditor.AddressableAssets.Settings;
using UnityEditor.Build.Reporting;
using UnityEngine;
public static class CommandLineArgs {
public static string GetValue(string name) {
var args = Environment.GetCommandLineArgs();
for (int i = 0; i < args.Length; i++) {
if (args[i] == $"-{name}" && args.Length > i + 1) {
return args[i + 1];
}
}
return null;
}
}
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using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEditor.AddressableAssets.Settings;
using UnityEditor.AddressableAssets;
using UnityEditor.AddressableAssets.Build;
public static class BuildScript {
[System.Obsolete]
public static void Build() {
// Addressables ¥Ó¥ë¥É
string addressablesPath = BuildAddressables();
Debug.Log($"Addressables build output: {addressablesPath}");
PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android, ""); // Android ÍÑÀßÄê
// Jenkins ¾å¤Î Editor command line arguments ¤Ç¥Ð¡¼¥¸¥ç¥ó»ØÄê
const string BUILD_VERSION = "buildVersion";
string buildVersion = CommandLineArgs.GetValue(BUILD_VERSION) ?? "0.1"; // ¥Ç¥Õ¥©¥ë¥ÈÃÍ: 0.1
Debug.Log($"🔹 ¥Ó¥ë¥É¥Ð¡¼¥¸¥ç¥ó: {buildVersion}");
PlayerSettings.bundleVersion = buildVersion; // ¥¢¥×¥ê¤Î¥Ð¡¼¥¸¥ç¥óÀßÄê
const string PRODUCT_NAME = "productName";
string productName = CommandLineArgs.GetValue(PRODUCT_NAME) ?? Application.productName;
PlayerSettings.productName = productName;
string path = $"../output/{productName}.apk"; // ½ÐÎÏÀè¤ò APK ¥Õ¥¡¥¤¥ë¤ËÊѹ¹
FolderCreate(Path.GetDirectoryName(path)); // ¥Õ¥©¥ë¥ÀÀ¸À®
BuildPlayerOptions buildOption = new BuildPlayerOptions {
options = BuildOptions.CompressWithLz4, // °µ½Ì¥ª¥×¥·¥ç¥ó¤òÄɲÃ
scenes = GetAllScenePaths(),
target = BuildTarget.Android, // Android ÍÑ¥¿¡¼¥²¥Ã¥È
locationPathName = path,
};
UnityEditor.Build.Reporting.BuildReport reports = BuildPipeline.BuildPlayer(buildOption);
bool isSuccess = (reports.summary.result == UnityEditor.Build.Reporting.BuildResult.Succeeded);
Debug.Log("isSuccess:" + isSuccess);
AssetDatabase.SaveAssets();
// ¥ì¥Ý¡¼¥È¤ò¸µ¤ËÀ®¸ù¡¦¼ºÇԤ˱þ¤¸¤¿½èÍý¤Î¥Ï¥ó¥É¥ê¥ó¥°
switch (reports.summary.result) {
case BuildResult.Succeeded:
Debug.Log("✅ Build succeeded.");
EditorApplication.Exit(0); // Àµ¾ï½ªÎ»
break;
case BuildResult.Failed:
Debug.LogError("❌ Build failed.");
EditorApplication.Exit(1); // ¥¨¥é¡¼½ªÎ»
break;
case BuildResult.Cancelled:
Debug.LogError("⚠️ Build canceled.");
EditorApplication.Exit(1); // ¥¥ã¥ó¥»¥ë¤â¥¨¥é¡¼°·¤¤
break;
default:
Debug.LogError("❓ Build result unknown.");
EditorApplication.Exit(1); // ÉÔÌÀ¤Ê¾ì¹ç¤â¥¨¥é¡¼½ªÎ»
break;
}
}
/// <summary>
/// ½ÐÎÏÀè¥Õ¥©¥ë¥ÀÀ¸À®
/// </summary>
/// <param name="path"></param>
public static void FolderCreate(string path) {
if (!Directory.Exists(path)) {
Directory.CreateDirectory(path);
}
}
// GetAllScenePaths
public static string[] GetAllScenePaths() {
var levels = EditorBuildSettings.scenes
.Where(scene => scene.enabled)
.Select(scene => scene.path)
.ToArray();
return levels;
}
public static string BuildAddressables() {
Debug.Log("Building Addressables...");
// Addressables ¤ÎÀßÄê¤ò¼èÆÀ
AddressableAssetSettings settings = AddressableAssetSettingsDefaultObject.Settings;
if (settings == null) {
Debug.LogError("AddressableAssetSettings is not found.");
return string.Empty;
}
// ¥Ó¥ë¥ÉÍѤΠProfile ¤òÀßÄê(Jenkins ¤Î CommandLine ¤Ç»ØÄꤹ¤ë¾ì¹ç¤Ë¤Ï¡¢BandleVersion ¤Ê¤É¤ò»²¹Í¤Ë½ñ¤´¹¤¨¤Æ¤¯¤À¤µ¤¤¡£)
string remoteProfileName = "Remote Profile"; // Profile ¤Î̾Á°
string profileId = settings.profileSettings.GetProfileId(remoteProfileName);
if (string.IsNullOrEmpty(profileId)) {
Debug.LogError($"Profile '{remoteProfileName}' not found.");
return string.Empty;
}
settings.activeProfileId = profileId; // Remote Profile ¤òŬÍÑ
Debug.Log($"Using Addressables Profile: {remoteProfileName}");
// Addressables ¤Î¥Ó¥ë¥É¤ò¼Â¹Ô
AddressableAssetSettings.BuildPlayerContent(out AddressablesPlayerBuildResult result);
if (!string.IsNullOrEmpty(result.Error)) {
Debug.LogError("Addressables build failed: " + result.Error);
return string.Empty;
}
Debug.Log("Addressables build completed.");
return result.OutputPath;
}
[MenuItem("Build/Build Develop App")]
[System.Obsolete]
public static void BuildApp() {
Build();
}
}
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========== OUTPUTTING STACK TRACE ================== 0x00007FF9D2D3FB4C (KERNELBASE) RaiseException 0x00007FF92E07AB45 (Unity) EditorMonoConsole::LogToConsoleImplementation 0x00007FF92E07B80A (Unity) EditorMonoConsole::LogToConsoleImplementation 0x00007FF92ED2C3BD (Unity) DebugStringToFilePostprocessedStacktrace 0x00007FF92ED2B758 (Unity) DebugStringToFile 0x00007FF92E182026 (Unity) HandleProjectAlreadyOpenInAnotherInstance 0x00007FF92E183F5E (Unity) Application::InitializeProject 0x00007FF92E78BD05 (Unity) UnityMain 0x00007FF6193F2FBA (Unity) __scrt_common_main_seh 0x00007FF9D418259D (KERNEL32) BaseThreadInitThunk 0x00007FF9D552AF38 (ntdll) RtlUserThreadStart ========== END OF STACKTRACE =========== A crash has been intercepted by the crash handler. For call stack and other details, see the latest crash report generated in: * C:/Windows/TEMP/Unity/Editor/Crashes Shut down. FATAL: Unity3d command line execution failed with status 255 Build step 'Invoke Unity3d Editor' marked build as failure Finished: FAILURE

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