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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¤òÄɲà 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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