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Jenkins ¤ÎƳÆþ


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Jenkins
https://www.jenkins.io/


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Qiita @taiyang-ks(ÂÀ ÍÛ) ÍÍ
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https://qiita.com/taiyang-ks/items/95ca67334b1b409...



Unity3d plugin ¤ÎƳÆþ


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Hatena Blog YAMADA TAISHI¡Çs diary ÍÍ
Unity1WeekJam¤Ë»²²Ã¤¹¤ëÁ°¤Ë¼«Æ°¥Ó¥ë¥É¤òƳÆþ¤·¤è¤¦
https://orotiyamatano.hatenablog.com/entry/2019/11...



CommandLineArgs ¤È Build Script ¤ÎºîÀ®


¡¡CommandLineArgs ¥¯¥é¥¹¤È Build Script ¥¯¥é¥¹¤òºîÀ®¤·¤Þ¤¹¡£

¡¡¤É¤Á¤é¤â Assets/Editor Æâ¤ËÇÛÃÖ¤·¤Þ¤¹¡£





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https://orotiyamatano.hatenablog.com/entry/2019/11...

Zenn shirokuma1101 ÍÍ
Jenkins+Python¤ÇUnity¤Î¼«Æ°¥Ó¥ë¥É&¼«Æ°¥Ç¥×¥í¥¤
https://zenn.dev/kd_gamegikenblg/articles/c8b89f31...


CommandLineArgs.cs


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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;
    }
}


Build Script.cs


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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($"&#128313; ¥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("&#9989; Build succeeded.");
                EditorApplication.Exit(0); // Àµ¾ï½ªÎ»
                break;

            case BuildResult.Failed:
                Debug.LogError("&#10060; Build failed.");
                EditorApplication.Exit(1); // ¥¨¥é¡¼½ªÎ»
                break;

            case BuildResult.Cancelled:
                Debug.LogError("&#9888;&#65039; Build canceled.");
                EditorApplication.Exit(1); // ¥­¥ã¥ó¥»¥ë¤â¥¨¥é¡¼°·¤¤
                break;

            default:
                Debug.LogError("&#10067; 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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¡¡Editor command line arguments ¤Ë¤Ï¡¢Unity Æâ¤Î Editor ¥Õ¥©¥ë¥ÀÆâ¤ËÍÑ°Õ¤·¤¿¥Ó¥ë¥ÉÍѤΥ¯¥é¥¹¤È¥á¥½¥Ã¥É¤òÅÐÏ¿¤¹¤ë¤³¤È¤¬¤Ç¤­¤Þ¤¹¡£
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¡¡ºÇ½é¤Ë¥Ó¥ë¥É¤ËÍøÍѤ¹¤ë Unity Editor ¤Î¥Ñ¥¹¤ò»ØÄꤷ¤Þ¤¹¡£" " ¤Ç°Ï¤ß¡¢¤³¤³¤Ç¤Ï Unity.exe ¤Þ¤Ç»ØÄꤷ¤Þ¤¹¡£
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µ¯Æ°¤·¤Æ¤¤¤ë¾õÂÖ¤Ç Jenkins ¤Î¥Ó¥ë¥É¤ò¼Â¹Ô¤¹¤ë¤È¥¨¥é¡¼¤¬È¯À¸¤·¤Þ¤¹¡£


========== 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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