Facebook.Unity.Editor/FacebookPostprocess.cs (77 lines of code) (raw):
/**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity.Editor
{
using System.IO;
using Facebook.Unity;
using Facebook.Unity.Settings;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
public static class XCodePostProcess
{
[PostProcessBuildAttribute(45)]
private static void PostProcessBuild_iOS(BuildTarget target, string buildPath)
{
if (target == BuildTarget.iOS)
{
string podFilePath = Path.Combine(buildPath, "Podfile");
string contents = File.ReadAllText(podFilePath);
bool isUnityIphoneInPodFile = contents.Contains("Unity-iPhone");
using (StreamWriter sw = File.AppendText(podFilePath))
{
if (!isUnityIphoneInPodFile)
{
sw.WriteLine("target 'Unity-iPhone' do");
sw.WriteLine("end");
}
sw.WriteLine("use_frameworks!");
}
}
}
[PostProcessBuild(100)]
public static void OnPostProcessBuild(BuildTarget target, string path)
{
// If integrating with facebook on any platform, throw a warning if the app id is invalid
if (!FacebookSettings.IsValidAppId)
{
Debug.LogWarning("You didn't specify a Facebook app ID. Please add one using the Facebook menu in the main Unity editor.");
}
// Unity renamed build target from iPhone to iOS in Unity 5, this keeps both versions happy
if (target.ToString() == "iOS" || target.ToString() == "iPhone")
{
UpdatePlist(path);
FixupFiles.FixColdStart(path);
FixupFiles.AddBuildFlag(path);
}
if (target == BuildTarget.Android)
{
// The default Bundle Identifier for Unity does magical things that causes bad stuff to happen
var defaultIdentifier = "com.Company.ProductName";
if (Utility.GetApplicationIdentifier() == defaultIdentifier) {
Debug.LogError ("The default Unity Bundle Identifier (com.Company.ProductName) will not work correctly.");
}
if (!FacebookAndroidUtil.SetupProperly)
{
Debug.LogError("Your Android setup is not correct. See Settings in Facebook menu.");
}
if (!ManifestMod.CheckManifest())
{
// If something is wrong with the Android Manifest, try to regenerate it to fix it for the next build.
ManifestMod.GenerateManifest();
}
}
}
public static void UpdatePlist(string path)
{
const string FileName = "Info.plist";
string appId = FacebookSettings.AppId;
string fullPath = Path.Combine(path, FileName);
if (string.IsNullOrEmpty(appId) || appId.Equals("0"))
{
Debug.LogError("You didn't specify a Facebook app ID. Please add one using the Facebook menu in the main Unity editor.");
return;
}
var facebookParser = new PListParser(fullPath);
facebookParser.UpdateFBSettings(
appId,
FacebookSettings.IosURLSuffix,
FacebookSettings.AppLinkSchemes[FacebookSettings.SelectedAppIndex].Schemes);
facebookParser.WriteToFile();
}
}
}