Commit a68b262d 王帅

ZAnti-Addiction

0 个父辈
正在显示 1000 个修改的文件 包含 7416 行增加0 行删除

要显示的修改太多。

为保证性能只显示 1000 of 1000+ 个文件。


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using System;
using UnityEngine;
using AntiAddictionSDK.Api;
using AntiAddictionSDK.Common;
using AntiAddictionSDK;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class AASDKDemoScript: MonoBehaviour
{
AntiAddictionStytemSDK antiAddictionSDK;
public Text statusText;
// Start is called before the first frame update
void Start()
{
antiAddictionSDK = new AntiAddictionStytemSDK();
antiAddictionSDK.ZAASDKCompleted += HandleZAASDKCompleted;
}
// 获取用户实名认证状态
// 0: 未实名认证
// 1:已实名认证
public void IsAuthenticated()
{
statusText.text = "IsAuthenticated";
if (antiAddictionSDK != null)
{
statusText.text = antiAddictionSDK.IsAuthenticated()+"";
}
}
// 获取当前用户年龄段
// 0 未认证
// 1 成年人
// 2 未成年人
public void GetUserAgeGroup()
{
statusText.text = "GetUserAgeGroup";
if (antiAddictionSDK != null)
{
statusText.text = antiAddictionSDK.AgeGroupOfCurrentUser()+"";
}
}
// 获取当前用户剩余可玩时长
// 如果为-1,表示当前用户为成年人账号,将不受防沉迷限制
// 如果为大于0的数,返回的为当前用户的剩余可玩时长,单位秒
public void LeftTimeOfCurrentUser()
{
statusText.text = "LeftTimeOfCurrentUser";
if (antiAddictionSDK != null)
{
statusText.text = antiAddictionSDK.LeftTimeOfCurrentUser()+"";
}
}
public void HandleZAASDKCompleted(object sender, EventArgs args)
{
statusText.text = "HandleZAASDKCompleted";
print("AntiAddiction---HandleZAASDKCompleted");
}
}
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# Version 1.2.165 - Apr 28, 2021
## Bug Fixes
* Version Handler - Fixed #431 by replacing the use of `HttpUtility.UrlEncode()`
which causes NullReferenceException in certain version of Unity.
* Android Resolver - Check that androidSdkRootPath directory exists before using
as sdkPath.
* Android Resolver - Fixed Android Resolver integration tests with Unity
2019.3+.
# Version 1.2.164 - Feb 4, 2021
## New Features
* Android Resolver - Added support for Android packages with classifier in their
namespaces.
* iOS Resolver - Added new settings in iOS Resolver to configure generated
Podfile.
* iOS Resolver - Added a new attribute `addToAllTargets` in Dependencies.xml.
## Bug Fixes
* iOS Resolver - Fixed XML parsing for `bitcodeEnabled` attribute in
Dependencies.xml.
# Version 1.2.163 - Dec 15, 2020
## Bug Fixes
* Version Handler - Fixed measurement reporting
# Version 1.2.162 - Nov 19, 2020
## Bug Fixes
* Version Handler - Improved #413 by preventing Version Handler from running
from static constructor when it is disabled.
* Package Manager Resolver - Remove GPR
# Version 1.2.161 - Oct 12, 2020
## Bug Fixes
* Android Resolver - Fixed the issue that Android Resolver does not resolve
again before build in Unity 2020 if it failed to resolve previously.
# Version 1.2.160 - Sep 30, 2020
## Bug Fixes
* Android Resolver - Fixed a regression that gradleResolver can be null until
Initialize() is called.
* Android Resolver - Fixed a regression that Android Resolver failed in Unity
2019.3+ due to `gradleTemplate.properties` not enabled when
`mainTemplate.gradle` is not enabled at all.
# Version 1.2.159 - Sep 11, 2020
## Bug Fixes
* Android Resolver - Fixed #322 where the Unity editor will lose its target SDK
setting between Unity restarts if `>28` is selected in 2019. This is due to
Unity AndroidSdkVersions enum does not contain values above 28.
* Android Resolver - Fixed #360 where building Android app with Untiy 2019.3+
may fail due to Jetifier and AndroidX not enabled properly in generated
Gradle project. This fix requires the user to enable
`Custom Gradle Properties Template` found under
`Player Settings > Settings for Android > Publishing Settings`.
# Version 1.2.158 - Sep 3, 2020
## Bug Fixes
* Version Handler: Fixed editor freeze when `-executeMethod` is used in
non-batch mode.
* Android Resolver: Normalized file paths when generating local Maven repo
since the path may contains a mix of forward and backward slash on Windows.
* Export Unity Package: Fixed generation of .unitypackage with tarfile on
Windows.
# Version 1.2.157 - Aug 6, 2020
## Bug Fixes
* Android Resolver: Delay initialization until active build target is Android
and the editor is not in play mode.
* iOS Resolver: Delay initialization until active build target is iOS
and the editor is not in play mode.
* Export Unity Package: Workaround directory creation racy if multiple export
operations are spawned at the same time.
# Version 1.2.156 - June 10, 2020
## Bug Fixes
* Android Resolver: Fixed that the generated local repo assets contains
redundent labels which are causing Version Handler to failed while
uninstalling packages.
* Android Resolver: Fixed that the repo url injected into mainTemplate.gradle
is incorrect when Unity is configured to export gradle project.
* Android Resolver: Limited to only create local Maven repo when the source
repo contains ".srcaar" file.
## Changes
* All: Described EDM4U analytics data usage in readme.
# Version 1.2.155 - May 14, 2020
## Bug Fixes
* All: Fixed compiler error when build with Unity 5.4 or below due to the
usage of Rect.zero.
* All: Ignore cases when checking command line arguments.
# Version 1.2.154 - May 14, 2020
## Bug Fixes
* All: Make each MultiSelectWindow for different purposes to have its own
unique window.
## Changes
* All: Replace all dialog with DialogWindow which is implemented from
EditorWindow.
* Package Manager Resolver: Clarify how manifest.json will be changed in Package
Manager Resolver window.
# Version 1.2.153 - Apr 24, 2020
## Bug Fixes
* Android Resolver: Fixed an exception when repainting the Android resolution
window in Unity 2019.3.x.
# Version 1.2.152 - Apr 17, 2020
## Bug Fixes
* Version Handler: Fixed exception when waiting for enabled editor DLLs to
load.
* Android Resolver: Fixed regression when using a Custom Gradle Template
on Windows.
# Version 1.2.151 - Apr 16, 2020
## Bug Fixes
* Version Handler: When waiting for newly enabled editor DLLs to load, ignore
all DLLs that do not have a file-system location.
* Android Resolver: Fixed resolution when using a Custom Gradle Template with
libraries stored in a local maven repository distributed with a plugin
installed with the Unity Package Manager.
# Version 1.2.150 - Apr 9, 2020
## Bug Fixes
* All: The new packaging script when run on MacOS was generating a
.unitypackage archive that could not be read by Unity on Windows.
This release simply repackages the plugin with tar/gzip to fix the problem.
# Version 1.2.149 - Apr 8, 2020
## Bug Fixes
* Package Manager Resolver: Fixed spurious error message when resuming
migration after installing a UPM package.
# Version 1.2.148 - Apr 8, 2020
## Bug Fixes
* Package Manager Resolver: Fixed an exception when resuming migration
after installing a UPM package.
# Version 1.2.147 - Apr 8, 2020
## Bug Fixes
* Version Handler: Fixed alias traversal bug which caused problems when
migrating from installed .unitypackage files to UPM packages.
# Version 1.2.146 - Apr 8, 2020
## Bug Fixes
* Version Handler: Fixed exception in manifest parsing when a manifest is
detected with no aliases.
# Version 1.2.145 - Apr 2, 2020
## New Features
* Package Manager Resolver: Added a method to migrate Version Handler
managed packages installed via `.unitypackage` to Unity Package Manager
packages. This is initially used to migrate the External Dependency Manager
to UPM.
## Changes
* All: Verbose logging is now no longer automatically enabled in batch mode
across all components. Instead logging can be configured using each
component's verbose logging setting or by using the `-gvh_log_debug` command
line flag when starting Unity.
* Version Handler: Sped up version handler updates when the app domain isn't
reloaded.
## Bug Fixes
* Version Handler: Fixed the display of the obsolete files clean up dialog
when the asset database refreshes.
* Version Handler: Improved reliability of callback from
the VersionHandler.UpdateCompleteMethods event when an asset database
refresh occurs.
* Version Handler: Fixed duplicate exportPath labels when 'Assets/' is the
root of paths assigned to files.
* Version Handler: Handle empty lines in manifest files.
# Version 1.2.144 - Mar 23, 2020
## Changed
* iOS Resolver: Removed the ability to configure the Xcode target a Cocoapod
is added to.
## Bug Fixes
* iOS Resolver: Reverted support for adding Cocoapods to multiple targets as
it caused a regression (exception thrown during post-build step) in some
versions of Unity.
# Version 1.2.143 - Mar 20, 2020
## Bug Fixes
* Android Resolver: Fixed caching of resolution state which was causing
the resolver to always run when no dependencies had changed.
# Version 1.2.142 - Mar 19, 2020
## Changes
* Package Manager Resolver: Enabled auto-add by default.
# Version 1.2.141 - Mar 19, 2020
## Bug Fixes
* Fixed a bug when retrieving project settings. If a plugin was configured
to fetch project settings, if a setting was fetched (e.g "foo") and this
setting existed in the system settings but not the project settings the
system value would override the default value leading to unexpected
behavior.
* Fixed a warning when caching web request classes in Unity 5.6.
# Version 1.2.140 - Mar 19, 2020
## Bug Fixes
* Fixed measurement reporting in Unity 5.x.
* Version Handler: Fixed NullReferenceException when an asset doesn't have
an AssetImporter.
# Version 1.2.139 - Mar 18, 2020
## Changed
* Added documentation to the built plugin.
# Version 1.2.138 - Mar 17, 2020
## New Features
* Package Manager Resolver: Added the Package Manager Resolver
component that allows developers to easily boostrap Unity Package Manager
(UPM) registry addition using unitypackage plugins.
* Version Handler: Added a window that allows plugins to managed by the
Version Handler to be uninstalled.
* Version Handler: Added support for displaying installed plugins.
* Version Handler: Added support for moving files in plugins to their install
locations (if the plugin has been configured to support this).
* iOS Resolver: Added the ability to configure the Xcode target a Cocoapod is
added to.
## Bug Fixes
* Fixed upgrade from version 1.2.137 and below after the plugin rename to
EDM4U broke the upgrade process.
* Android Resolver: Worked around PlayerSettings.Android.targetSdkVersion
returning empty names for some values in 2019.x.
* Version Handler: Fixed the display of the obsolete files clean up window.
* Version Handler: Fixed managed file check when assets are modified in the
project after plugin import.
# Version 1.2.137 - Mar 6, 2020
## Changed
* Renamed package to External Package Manager for Unity (EDM4U).
We changed this to reflect what this plugin is doing today which is far more
than the original scope which just consisted of importing jar files from the
Android SDK maven repository.
Scripts that used to pull `play-services-resolver*.unitypackage` will now have
to request `external-dependency-manager*.unitypackage` instead.
We'll still be shipping a `play-services-resolver*_manifest.txt` file to
handle upgrading from older versions of the plugin.
## New Features
* All Components: Added reporting of usage so that we can remotely detect
errors and target improvements.
* Android Resolver: Added support for *Dependencies.xml files in Unity Package
Manager packages.
* iOS Resolver: Added support for *Dependencies.xml files in Unity Package
Manager packages.
## Bug Fixes
* Version Handler: Disabled attempts to disable asset metadata modification
when assets are in a Unity Package Manager managed package.
# Version 1.2.136 - Feb 19, 2019
## Bug Fixes
* Android Resolver: Fixed OpenJDK path discovery in Unity 2019.3.1.
# Version 1.2.135 - Dec 5, 2019
## Bug Fixes
* All Components: Fixed stack overflow when loading project settings.
# Version 1.2.134 - Dec 4, 2019
## Bug Fixes
* All Components: Fixed an issue which caused project settings to be cleared
when running in batch mode.
# Version 1.2.133 - Nov 18, 2019
## Bug Fixes
* All Components: Failure to save project settings will now report an error
to the log rather than throwing an exception.
# Version 1.2.132 - Nov 11, 2019
## Bug Fixes
* Android Resolver: Worked around expansion of DIR_UNITYPROJECT on Windows
breaking Gradle builds when used as part of a file URI.
* Android Resolver: mainTemplate.gradle is only written if it needs to be
modified.
# Version 1.2.131 - Oct 29, 2019
## Bug Fixes
* Version Handler: Improved execution of events on the main thread in batch
mode.
* Version Handler: Improved log level configuration at startup.
* Version Handler: Improved performance of class lookup in deferred method
calls.
* Version Handler: Fixed rename to enable / disable for editor assets.
* iOS Resolver: Improved log level configuration at startup.
* Android Resolver: Improved local maven repo path reference in
mainTemplate.gradle using DIR_UNITYPROJECT. DIR_UNITYPROJECT by Unity
to point to the local filesystem path of the Unity project when Unity
generates the Gradle project.
# Version 1.2.130 - Oct 23, 2019
## New Features
* iOS Resolver: Added support for modifying the Podfile before `pod install`
is executed.
## Bug Fixes
* Version Handler: Fixed invalid classname error when calling
`VersionHandler.UpdateVersionedAssets()`.
# Version 1.2.129 - Oct 2, 2019
## Bug Fixes
* iOS Resolver: Changed Cocoapod integration in Unity 2019.3+ to
only add Pods to the UnityFramework target.
# Version 1.2.128 - Oct 1, 2019
## Bug Fixes
* iOS Resolver: Fixed Cocoapod project integration mode with Unity
2019.3+.
# Version 1.2.127 - Sep 30, 2019
## Changes
* Android Resolver: All Android Resolver settings File paths are now
serialized with POSIX directory separators.
# Version 1.2.126 - Sep 27, 2019
## Changes
* Android Resolver: File paths are now serialized with POSIX directory
separators.
## Bug Fixes
* Android Resolver: Fixed resolution when the parent directory of a Unity
project contains a Gradle project (i.e `settings.gradle` file).
# Version 1.2.125 - Sep 23, 2019
## Bug Fixes
* All components: Silenced a warning about not being able to set the console
encoding to UTF8.
* Android Resolver: Worked around broken AndroidSDKTools class in some
versions of Unity.
* iOS Resolver: Fixed iOS target SDK version check
* Version Handler: Changed clean up obsolete files window so that it doesn't
exceed the screen size.
# Version 1.2.124 - Jul 28, 2019
## Bug Fixes
* All components: Fixed regression with source control integration when using
Unity 2019.1+.
# Version 1.2.123 - Jul 23, 2019
## New Features
* All components: Source control integration for project settings.
## Changes
* Android Resolver: Removed AAR cache as it now makes little difference to
incremental resolution performance.
* Android Resolver: Improved embedded resource management so that embedded
resources should upgrade when the plugin is updated without restarting
the Unity editor.
## Bug Fixes
* Version Handler: Fixed InvokeMethod() and InvokeStaticMethod() when calling
methods that have interface typed arguments.
# Version 1.2.122 - Jul 2, 2019
## Bug Fixes
* iOS Resolver: Worked around Unity not loading the iOS Resolver DLL as it
referenced the Xcode extension in a public interface. The iOS Resolver
DLL still references the Xcode extension internally and just handles
missing type exceptions dynamically.
# Version 1.2.121 - Jun 27, 2019
## Bug Fixes
* Android Resolver: Fixed warning about missing Packages folder when loading
XML dependencies files in versions of Unity without the package manager.
* Android Resolver: Fixed resolution window progress bar exceeding 100%.
* Android Resolver: If AndroidX is detected in the set of resolved libraries,
the user will be prompted to enable the Jetifier.
* Android Resolver: Improved text splitting in text area windows.
* iOS Resolver: Added support for Unity's breaking changes to the Xcode API
in 2019.3.+. Cocoapods are now added to build targets, Unity-iPhone and
UnityFramework in Unity 2019.3+.
# Version 1.2.120 - Jun 26, 2019
## New Features
* Android Resolver: Added support for loading *Dependencies.xml files from
Unity Package Manager packages.
* Android Resolver: Resolution window is now closed if resolution runs as
a pre-build step.
* iOS Resolver: Added support for loading *Dependencies.xml files from
Unity Package Manager packages.
## Bug Fixes
* Android Resolver: Fixed generation of relative repo paths when using
mainTemplate.gradle resolver.
* Android Resolver: Fixed copy of .srcaar to .aar files in repos embedded in a
project when a project path has characters (e.g whitespace) that are escaped
during conversion to URIs.
* Android Resolver: Fixed auto-resolution always running if the Android SDK
is managed by Unity Hub.
# Version 1.2.119 - Jun 19, 2019
## Bug Fixes
* Android Resolver: Fixed error reported when using Jetifier integration
in Unity 2018+ if the target SDK is set to "highest installed".
# Version 1.2.118 - Jun 18, 2019
## New Features
* Android Resolver: Added initial
[Jetifier](https://developer.android.com/studio/command-line/jetifier)
integration which simplifies
[migration](ttps://developer.android.com/jetpack/androidx/migrate)
to Jetpack ([AndroidX](https://developer.android.com/jetpack/androidx))
libraries in cases where all dependencies are managed by the Android
Resolver.
This can be enabled via the `Use Jetifier` option in the
`Assets > Play Services Resolver > Android Resolver > Settings` menu.
Caveats:
- If your project contains legacy Android Support Library .jar and .aar
files, these files will need to be removed and replaced with references to
artifacts on Maven via `*Dependencies.xml` files so that the Jetifier
can map them to Jetpack (AndroidX) libraries.
For example, remove the file `support-v4-27.0.2.jar` and replace it with
`<androidPackage spec="com.android.support:support-v4:27.0.2"/>` in a
`*Dependencies.xml` file.
- If your project contains .jar or .aar files that use the legacy Android
Support Libraries, these will need to be moved into a local Maven repo
[See this guide](https://maven.apache.org/guides/mini/guide-3rd-party-jars-local.html)
and then these files should be removed from your Unity project and instead
referenced via `*Dependencies.xml` files so that the Jetifier can
patch them to reference the Jetpack lirbaries.
## Bug Fixes
* Android Resolver: Disabled version locking of com.android.support:multidex
does not use the same versioning scheme as other legacy Android support
libraries.
* Version Handler: Made Google.VersionHandler.dll's asset GUID stable across
releases. This faciliates error-free import into projects where
Google.VersionHandler.dll is moved from the default install location.
# Version 1.2.117 - Jun 12, 2019
## Bug Fixes
* Android Resolver: Fix copying of .srcaar to .aar files for
mainTemplate.gradle resolution. PluginImporter configuration was previously
not being applied to .aar files unless the Unity project was saved.
# Version 1.2.116 - Jun 7, 2019
## Bug Fixes
* Android Resolver: Fixed resolution of Android dependencies without version
specifiers.
* Android Resolver: Fixed Maven repo not found warning in Android Resolver.
* Android Resolver: Fixed Android Player directory not found exception in
Unity 2019.x when the Android Player isn't installed.
# Version 1.2.115 - May 28, 2019
## Bug Fixes
* Android Resolver: Fixed exception due to Unity 2019.3.0a4 removing
x86 from the set of supported ABIs.
# Version 1.2.114 - May 27, 2019
## New Features
* Android Resolver: Added support for ABI stripping when using
mainTemplate.gradle. This only works with AARs stored in repos
on the local filesystem.
# Version 1.2.113 - May 24, 2019
## New Features
* Android Resolver: If local repos are moved, the plugin will search the
project for matching directories in an attempt to correct the error.
* Version Handler: Files can be now targeted to multiple build targets
using multiple "gvh_" asset labels.
## Bug Fixes
* Android Resolver: "implementation" or "compile" are now added correctly
to mainTemplate.gradle in Unity versions prior to 2019.
# Version 1.2.112 - May 22, 2019
## New Features
* Android Resolver: Added option to disable addition of dependencies to
mainTemplate.gradle.
See `Assets > Play Services Resolver > Android Resolver > Settings`.
* Android Resolver: Made paths to local maven repositories in
mainTemplate.gradle relative to the Unity project when a project is not
being exported.
## Bug Fixes
* Android Resolver: Fixed builds with mainTemplate.gradle integration in
Unity 2019.
* Android Resolver: Changed dependency inclusion in mainTemplate.gradle to
use "implementation" or "compile" depending upon the version of Gradle
included with Unity.
* Android Resolver: Gracefully handled exceptions if the console encoding
can't be modified.
* Android Resolver: Now gracefully fails if the AndroidPlayer directory
can't be found.
# Version 1.2.111 - May 9, 2019
## Bug Fixes
* Version Handler: Fixed invocation of methods with named arguments.
* Version Handler: Fixed occasional hang when the editor is compiling
while activating plugins.
# Version 1.2.110 - May 7, 2019
## Bug Fixes
* Android Resolver: Fixed inclusion of some srcaar artifacts in builds with
Gradle builds when using mainTemplate.gradle.
# Version 1.2.109 - May 6, 2019
## New Features:
* Added links to documentation from menu.
* Android Resolver: Added option to auto-resolve Android libraries on build.
* Android Resolver: Added support for packaging specs of Android libraries.
* Android Resolver: Pop up a window when displaying Android dependencies.
## Bug Fixes
* Android Resolver: Support for Unity 2019 Android SDK and JDK install locations
* Android Resolver: e-enable AAR explosion if internal builds are enabled.
* Android Resolver: Gracefully handle exceptions on file deletion.
* Android Resolver: Fixed Android Resolver log spam on load.
* Android Resolver: Fixed save of Android Resolver PromptBeforeAutoResolution
setting.
* Android Resolver: Fixed AAR processing failure when an AAR without
classes.jar is found.
* Android Resolver: Removed use of EditorUtility.DisplayProgressBar which
was occasionally left displayed when resolution had completed.
* Version Handler: Fixed asset rename to disable when a disabled file exists.
# Version 1.2.108 - May 3, 2019
## Bug Fixes:
* Version Handler: Fixed occasional hang on startup.
# Version 1.2.107 - May 3, 2019
## New Features:
* Version Handler: Added support for enabling / disabling assets that do not
support the PluginImporter, based upon build target selection.
* Android Resolver: Added support for the global specification of maven repos.
* iOS Resolver: Added support for the global specification of Cocoapod sources.
# Version 1.2.106 - May 1, 2019
## New Features
* iOS Resolver: Added support for development pods in Xcode project integration
mode.
* iOS Resolver: Added support for source pods with resources in Xcode project
integration mode.
# Version 1.2.105 - Apr 30, 2019
## Bug fixes
* Android Resolver: Fixed reference to Java tool path in logs.
* Android and iOS Resolvers: Changed command line execution to emit a warning
rather than throwing an exception and failing, when it is not possible to
change the console input and output encoding to UTF-8.
* Android Resolver: Added menu option and API to delete resolved libraries.
* Android Resolver: Added menu option and API to log the repos and libraries
currently included in the project.
* Android Resolver: If Plugins/Android/mainTemplate.gradle file is present and
Gradle is selected as the build type, resolution will simply patch the file
with Android dependencies specified by plugins in the project.
# Version 1.2.104 - Apr 10, 2019
## Bug Fixes
* Android Resolver: Changed Android ABI selection method from using whitelisted
Unity versions to type availability. This fixes an exception on resolution
in some versions of Unity 2017.4.
# Version 1.2.103 - Apr 2, 2019
## Bug Fixes
* Android Resolver: Whitelisted Unity 2017.4 and above with ARM64 support.
* Android Resolver: Fixed Java version check to work with Java SE 12 and above.
# Version 1.2.102 - Feb 13, 2019
## Bug Fixes
* Android Resolver: Fixed the text overflow on the Android Resolver
prompt before initial run to fit inside the buttons for
smaller screens.
# Version 1.2.101 - Feb 12, 2019
## New Features
* Android Resolver: Prompt the user before the resolver runs for the
first time and allow the user to elect to disable from the prompt.
* Android Resolver: Change popup warning when resolver is disabled
to be a console warning.
# Version 1.2.100 - Jan 25, 2019
## Bug Fixes
* Android Resolver: Fixed AAR processing sometimes failing on Windows
due to file permissions.
# Version 1.2.99 - Jan 23, 2019
## Bug Fixes
* Android Resolver: Improved performance of project property polling.
* Version Handler: Fixed callback of VersionHandler.UpdateCompleteMethods
when the update process is complete.
# Version 1.2.98 - Jan 9, 2019
## New Features
* iOS Resolver: Pod declaration properties can now be set via XML pod
references. For example, this can enable pods for a subset of build
configurations.
## Bug Fixes
* iOS Resolver: Fixed incremental builds after local pods support caused
regression in 1.2.96.
# Version 1.2.97 - Dec 17, 2018
## Bug Fixes
* Android Resolver: Reduced memory allocation for logic that monitors build
settings when auto-resolution is enabled. If auto-resolution is disabled,
almost all build settings are no longer polled for changes.
# Version 1.2.96 - Dec 17, 2018
## Bug Fixes
* Android Resolver: Fixed repacking of AARs to exclude .meta files.
* Android Resolver: Only perform auto-resolution on the first scene while
building.
* Android Resolver: Fixed parsing of version ranges that include whitespace.
* iOS Resolver: Added support for local development pods.
* Version Handler: Fixed Version Handler failing to rename some files.
# Version 1.2.95 - Oct 23, 2018
## Bug Fixes:
* Android Resolver: Fixed auto-resolution running in a loop in some scenarios.
# Version 1.2.94 - Oct 22, 2018
## Bug Fixes
* iOS Resolver: Added support for PODS_TARGET_SRCROOT in source Cocoapods.
# Version 1.2.93 - Oct 22, 2018
## Bug Fixes
* Android Resolver: Fixed removal of Android libraries on auto-resolution when
`*Dependencies.xml` files are deleted.
# Version 1.2.92 - Oct 2, 2018
## Bug Fixes
* Android Resolver: Worked around auto-resolution hang on Windows if
resolution starts before compilation is finished.
# Version 1.2.91 - Sep 27, 2018
## Bug Fixes
* Android Resolver: Fixed Android Resolution when the selected build target
isn't Android.
* Added C# assembly symbols the plugin to simplify debugging bug reports.
# Version 1.2.90 - Sep 21, 2018
## Bug Fixes
* Android Resolver: Fixed transitive dependency selection of version locked
packages.
# Version 1.2.89 - Aug 31, 2018
## Bug Fixes
* Fixed FileLoadException in ResolveUnityEditoriOSXcodeExtension an assembly
can't be loaded.
# Version 1.2.88 - Aug 29, 2018
## Changed
* Improved reporting of resolution attempts and conflicts found in the Android
Resolver.
## Bug Fixes
* iOS Resolver now correctly handles sample code in CocoaPods. Previously it
would add all sample code to the project when using project level
integration.
* Android Resolver now correctly handles Gradle conflict resolution when the
resolution results in a package that is compatible with all requested
dependencies.
# Version 1.2.87 - Aug 23, 2018
## Bug Fixes
* Fixed Android Resolver "Processing AARs" dialog getting stuck in Unity 5.6.
# Version 1.2.86 - Aug 22, 2018
## Bug Fixes
* Fixed Android Resolver exception in OnPostProcessScene() when the Android
platform isn't selected.
# Version 1.2.85 - Aug 17, 2018
## Changes
* Added support for synchronous resolution in the Android Resolver.
PlayServicesResolver.ResolveSync() now performs resolution synchronously.
* Auto-resolution in the Android Resolver now results in synchronous resolution
of Android dependencies before the Android application build starts via
UnityEditor.Callbacks.PostProcessSceneAttribute.
# Version 1.2.84 - Aug 16, 2018
## Bug Fixes
* Fixed Android Resolver crash when the AndroidResolverDependencies.xml
file can't be written.
* Reduced log spam when a conflicting Android library is pinned to a
specific version.
# Version 1.2.83 - Aug 15, 2018
## Bug Fixes
* Fixed Android Resolver failures due to an in-accessible AAR / JAR explode
cache file. If the cache can't be read / written the resolver now continues
with reduced performance following recompilation / DLL reloads.
* Fixed incorrect version number in plugin manifest on install.
This was a minor issue since the version handler rewrote the metadata
after installation.
# Version 1.2.82 - Aug 14, 2018
## Changed
* Added support for alphanumeric versions in the Android Resolver.
## Bug Fixes
* Fixed Android Resolver selection of latest duplicated library.
* Fixed Android Resolver conflict resolution when version locked and non-version
locked dependencies are specified.
* Fixed Android Resolver conflict resolution when non-existent artifacts are
referenced.
# Version 1.2.81 - Aug 9, 2018
## Bug Fixes
* Fixed editor error that would occur when when
`PlayerSettings.Android.targetArchitectures` was set to
`AndroidArchitecture.All`.
# Version 1.2.80 - Jul 24, 2018
## Bug Fixes
* Fixed project level settings incorrectly falling back to system wide settings
when default property values were set.
# Version 1.2.79 - Jul 23, 2018
## Bug Fixes
* Fixed AndroidManifest.xml patching on Android Resolver load in Unity 2018.x.
# Version 1.2.78 - Jul 19, 2018
## Changed
* Added support for overriding conflicting dependencies.
# Version 1.2.77 - Jul 19, 2018
## Changed
* Android Resolver now supports Unity's 2018 ABI filter (i.e arm64-v8a).
* Reduced Android Resolver build option polling frequency.
* Disabled Android Resolver auto-resolution in batch mode. Users now need
to explicitly kick off resolution through the API.
* All Android Resolver and Version Handler dialogs are now disabled in batch
mode.
* Verbose logging for all plugins is now enabled by default in batch mode.
* Version Handler bootstrapper has been improved to no longer call
UpdateComplete multiple times. However, since Unity can still reload the
app domain after plugins have been enabled, users still need to store their
plugin state to persistent storage to handle reloads.
## Bug Fixes
* Android Resolver no longer incorrectly adds MANIFEST.MF files to AARs.
* Android Resolver auto-resolution jobs are now unscheduled when an explicit
resolve job is started.
# Version 1.2.76 - Jul 16, 2018
## Bug Fixes
* Fixed variable replacement in AndroidManifest.xml files in the Android
Resolver.
Version 1.2.75 introduced a regression which caused all variable replacement
to replace the *entire* property value rather than the component of the
property that referenced a variable. For example,
given "applicationId = com.my.app", "${applicationId}.foo" would be
incorrectly expanded as "com.my.app" rather than "com.my.app.foo". This
resulted in numerous issues for Android builds where content provider
initialization would fail and services may not start.
## Changed
* Gradle prebuild experimental feature has been removed from the Android
Resolver. The feature has been broken for some time and added around 8MB
to the plugin size.
* Added better support for execution of plugin components in batch mode.
In batch mode UnityEditor.update is sometimes never called - like when a
single method is executed - so the new job scheduler will execute all jobs
synchronously from the main thread.
# Version 1.2.75 - Jun 20, 2018
## New Features
* Android Resolver now monitors the Android SDK path when
auto-resolution is enabled and triggers resolution when the path is
modified.
## Changed
* Android auto-resolution is now delayed by 3 seconds when the following build
settings are changed:
- Target ABI.
- Gradle build vs. internal build.
- Project export.
* Added a progress bar display when AARs are being processed during Android
resolution.
## Bug Fixes
* Fixed incorrect Android package version selection when a mix of
version-locked and non-version-locked packages are specified.
* Fixed non-deterministic Android package version selection to select
the highest version of a specified package rather than the last
package specification passed to the Gradle resolution script.
# Version 1.2.74 - Jun 19, 2018
## New Features
* Added workaround for broken AndroidManifest.xml variable replacement in
Unity 2018.x. By default ${applicationId} variables will be replaced by
the bundle ID in the Plugins/Android/AndroidManifest.xml file. The
behavior can be disabled via the Android Resolver settings menu.
# Version 1.2.73 - May 30, 2018
## Bug Fixes
* Fixed spurious warning message about missing Android plugins directory on
Windows.
# Version 1.2.72 - May 23, 2018
## Bug Fixes
* Fixed spurious warning message about missing Android plugins directory.
# Version 1.2.71 - May 10, 2018
## Bug Fixes
* Fixed resolution of Android dependencies when the `Assets/Plugins/Android`
directory is named in a different case e.g `Assets/plugins/Android`.
# Version 1.2.70 - May 7, 2018
## Bug Fixes
* Fixed bitcode flag being ignored for iOS pods.
# Version 1.2.69 - May 7, 2018
## Bug Fixes
* Fixed escaping of local repository paths in Android Resolver.
# Version 1.2.68 - May 3, 2018
## Changes
* Added support for granular builds of Google Play Services.
# Version 1.2.67 - May 1, 2018
## Changes
* Improved support for iOS source-only pods in Unity 5.5 and below.
# Version 1.2.66 - April 27, 2018
## Bug Fixes
* Fixed Version Handler renaming of Linux libraries with hyphens in filenames.
Previously, libraries named Foo-1.2.3.so were not being renamed to
libFoo-1.2.3.so on Linux which could break native library loading on some
versions of Unity.
# Version 1.2.65 - April 26, 2018
## Bug Fixes
* Fix CocoaPods casing in logs and comments.
# Version 1.2.64 - Mar 16, 2018
## Bug Fixes
* Fixed bug in download_artifacts.gradle (used by Android Resolver) which
reported a failure if required artifacts already exist.
# Version 1.2.63 - Mar 15, 2018
## Bug Fixes
* Fixed iOS Resolver include search paths taking precedence over system headers
when using project level resolution.
* Fixed iOS Resolver includes relative to library root, when using project level
resolution.
# Version 1.2.62 - Mar 12, 2018
## Changes
* Improved error reporting when a file can't be moved to trash by the
Version Handler.
## Bug Fixes
* Fixed Android Resolver throwing NullReferenceException when the Android SDK
path isn't set.
* Fixed Version Handler renaming files with underscores if the
"Rename to Canonical Filenames" setting is enabled.
# Version 1.2.61 - Jan 22, 2018
## Bug Fixes
* Fixed Android Resolver reporting non-existent conflicting dependencies when
Gradle build system is enabled.
# Version 1.2.60 - Jan 12, 2018
## Changes
* Added support for Maven / Ivy version specifications for Android packages.
* Added support for Android SNAPSHOT packages.
## Bug Fixes
* Fixed Openjdk version check.
* Fixed non-deterministic Android package resolution when two packages contain
an artifact with the same name.
# Version 1.2.59 - Oct 19, 2017
## Bug Fixes
* Fixed execution of Android Gradle resolution script when it's located
in a path with whitespace.
# Version 1.2.58 - Oct 19, 2017
## Changes
* Removed legacy resolution method from Android Resolver.
It is now only possible to use the Gradle or Gradle prebuild resolution
methods.
# Version 1.2.57 - Oct 18, 2017
## Bug Fixes
* Updated Gradle wrapper to 4.2.1 to fix issues using Gradle with the
latest Openjdk.
* Android Gradle resolution now also uses gradle.properties to pass
parameters to Gradle in an attempt to workaround problems with
command line argument parsing on Windows 10.
# Version 1.2.56 - Oct 12, 2017
## Bug Fixes
* Fixed Gradle artifact download with non-version locked artifacts.
* Changed iOS resolver to only load dependencies at build time.
# Version 1.2.55 - Oct 4, 2017
## Bug Fixes
* Force Android Resolution when the "Install Android Packages" setting changes.
# Version 1.2.54 - Oct 4, 2017
## Bug Fixes
* Fixed execution of command line tools on Windows when the path to the tool
contains a single quote (apostrophe). In this case we fallback to executing
the tool via the system shell.
# Version 1.2.53 - Oct 2, 2017
## New Features
* Changed Android Resolver "resolution complete" dialog so that it now displays
failures.
* Android Resolver now detects conflicting libraries that it does not manage
warning the user if they're newer than the managed libraries and prompting
the user to clean them up if they're older or at the same version.
## Bug Fixes
* Improved Android Resolver auto-resolution speed.
* Fixed bug in the Gradle Android Resolver which would result in resolution
succeeding when some dependencies are not found.
# Version 1.2.52 - Sep 25, 2017
## New Features
* Changed Android Resolver's Gradle resolution to resolve conflicting
dependencies across Google Play services and Android Support library packages.
# Version 1.2.51 - Sep 20, 2017
## Changes
* Changed iOS Resolver to execute the CocoaPods "pod" command via the shell
by default. Some developers customize their shell environment to use
custom ssh certs to access internal git repositories that host pods so
executing "pod" via the shell will work for these scenarios.
The drawback of executing "pod" via the shell could potentially cause
users problems if they break their shell environment. Though users who
customize their shell environments will be able to resolve these issues.
# Version 1.2.50 - Sep 18, 2017
## New Features
* Added option to disable the Gradle daemon in the Android Resolver.
This daemon is now disabled by default as some users are getting into a state
where multiple daemon instances are being spawned when changing dependencies
which eventually results in Android resolution failing until all daemon
processes are manually killed.
## Bug Fixes
* Android resolution is now always executed if the user declines the update
of their Android SDK. This ensure users can continue to use out of date
Android SDK packages if they desire.
# Version 1.2.49 - Sep 18, 2017
## Bug Fixes
* Removed modulemap parsing in iOS Resolver.
The framework *.modulemap did not need to be parsed by the iOS Resolver
when injecting Cocoapods into a Xcode project. Simply adding a modular
framework to a Xcode project results in Xcode's Clang parsing the associated
modulemap and injecting any compile and link flags into the build process.
# Version 1.2.48 - Sep 12, 2017
## New Features
* Changed settings to be per-project by default.
## Bug Fixes
* Added Google maven repository to fix GradlePrebuild resolution with Google
components.
* Fixed Android Resolution failure with spaces in paths.
# Version 1.2.47 - Aug 29, 2017
## New Features
* Android and iOS dependencies can now be specified using *Dependencies.xml
files. This is now the preferred method for registering dependencies,
we may remove the API for dependency addition in future.
* Added "Reset to Defaults" button to each settings dialog to restore default
settings.
* Android Resolver now validates the configured JDK is new enough to build
recently released Android libraries.
## Bug Fixes
* Fixed a bug that caused dependencies with the "LATEST" version specification
to be ignored when using the Gradle mode of the Android Resolver.
* Fixed a race condition when running Android Resolution.
* Fixed Android Resolver logging if a PlayServicesSupport instance is created
with no logging enabled before the Android Resolver is initialized.
* Fixed iOS resolver dialog in Unity 4.
* Fixed iOS Cocoapod Xcode project integration in Unity 4.
# Version 1.2.46 - Aug 22, 2017
## Bug Fixes
* GradlePrebuild Android resolver on Windows now correctly locates dependent
data files.
# Version 1.2.45 - Aug 22, 2017
## Bug Fixes
* Improved Android package auto-resolution and fixed clean up of stale
dependencies when using Gradle dependency resolution.
# Version 1.2.44 - Aug 21, 2017
## Bug Fixes
* Enabled autoresolution for Gradle Prebuild.
* Made the command line dialog windows have selectable text.
* Fixed incorrect "Android Settings" dialog disabled groups.
* Updated PlayServicesResolver android platform detection to use the package
manager instead of the 'android' tool.
* UnityCompat reflection methods 'GetAndroidPlatform' and
'GetAndroidBuildToolsVersion' are now Obsolete due to dependence on the
obsolete 'android' build tool.
# Version 1.2.43 - Aug 18, 2017
## Bug Fixes
* Fixed Gradle resolution in the Android Resolver when running
PlayServicesResolver.Resolve() in parallel or spawning multiple
resolutions before the previous resolve completed.
# Version 1.2.42 - Aug 17, 2017
## Bug Fixes
* Fixed Xcode project level settings not being applied by IOS Resolver when
Xcode project pod integration is enabled.
# Version 1.2.41 - Aug 15, 2017
## Bug Fixes
* IOS Resolver's Xcode workspace pod integration is now disabled when Unity
Cloud Build is detected. Unity Cloud Build does not follow the same build
process as the Unity editor and fails to open the generated xcworkspace at
this time.
# Version 1.2.40 - Aug 15, 2017
## Bug Fixes
* Moved Android Resolver Gradle Prebuild scripts into Google.JarResolver.dll.
They are now extracted from the DLL when required.
* AARs / JARs are now cleaned up when switching the Android resolution
strategy.
# Version 1.2.39 - Aug 10, 2017
## New Features
* Android Resolver now supports resolution with Gradle. This enables support
for non-local artifacts.
## Bug Fixes
* Android Resolver's Gradle Prebuild now uses Android build tools to determine
the Android platform tools version rather than relying upon internal Unity
APIs.
* Android Resolver's Gradle Prebuild now correctly strips binaries that are
not required for the target ABI.
# Version 1.2.38 - Aug 7, 2017
## Bug Fixes
* Fixed an issue in VersionHandler where disabled targets are ignored if
the "Any Platform" flag is set on a plugin DLL.
# Version 1.2.37 - Aug 3, 2017
## New Features
* Exposed GooglePlayServices.PlayServicesResolver.Resolve() so that it's
possible for a script to be notified when AAR / Jar resolution is complete.
This makes it easier to setup a project to build from the command line.
# Version 1.2.36 - Aug 3, 2017
## New Features
* VersionHandler.UpdateCompleteMethods allows a user to provide a list of
methods to be called when VersionHandlerImpl has completed an update.
This makes it easier to import a plugin and wait for VersionHandler to
execute prior executing a build.
# Version 1.2.35 - Jul 28, 2017
## New Features
* VersionHandler will now rename Linux libraries so they can target Unity
versions that require different file naming. Libraries need to be labelled
gvh_linuxlibname-${basename} in order to be considered for renaming.
e.g gvh\_linuxlibname-MyLib will be named MyLib.so in Unity 5.5 and below and
libMyLib.so in Unity 5.6 and above.
# Version 1.2.34 - Jul 28, 2017
## Bug Fixes
* Made VersionHandler bootstrap module more robust when calling static
methods before the implementation DLL is loaded.
# Version 1.2.33 - Jul 27, 2017
## New Features
* Added a bootstrap module for VersionHandler so the implementation
of the VersionHandler module can be versioned without resulting in
a compile error when imported at different versions across multiple
plugins.
# Version 1.2.32 - Jul 20, 2017
## New Features
* Added support for build target selection based upon .NET framework
version in the VersionHandler.
When applying either gvh\_dotnet-3.5 or gvh\_dotnet-4.5 labels to
assets, the VersionHandler will only enable the asset for the
specified set of build targets when the matching .NET framework version
is selected in Unity 2017's project settings. This allows assets
to be provided in a plugin that need to differ based upon .NET version.
# Version 1.2.31 - Jul 5, 2017
## Bug Fixes
* Force expansion of AARs with native components when using Unity 2017
with the internal build system. In contrast to Unity 5.x, Unity 2017's
internal build system does not include native libraries included in AARs.
Forcing expansion of AARs with native components generates an
Ant / Eclipse project for each AAR which is correctly included by Unity
2017's internal build system.
# Version 1.2.30 - Jul 5, 2017
## Bug Fixes
* Fixed Cocoapods being installed when the build target isn't iOS.
* Added support for malformed AARs with missing classes.jar.
# Version 1.2.29 - Jun 16, 2017
## New Features
* Added support for the Android sdkmanager tool.
# Version 1.2.28 - Jun 8, 2017
## Bug Fixes
* Fixed non-shell command line execution (regression from
Cocoapod installation patch).
# Version 1.2.27 - Jun 7, 2017
## Bug Fixes
* Added support for stdout / stderr redirection when executing
commands in shell mode.
This fixes CocoaPod tool installation when shell mode is
enabled.
* Fixed incremental builds when additional sources are specified
in the Podfile.
# Version 1.2.26 - Jun 7, 2017
## Bug Fixes
* Fixed a crash when importing Version Handler into Unity 4.7.x.
# Version 1.2.25 - Jun 7, 2017
## Bug Fixes
* Fixed an issue in the Jar Resolver which incorrectly notified
event handlers of bundle ID changes when the currently selected
(not active) build target changed in Unity 5.6 and above.
# Version 1.2.24 - Jun 6, 2017
## New Features
* Added option to control file renaming in Version Handler settings.
Disabling file renaming (default option) significantly increases
the speed of file version management operations with the downside
that any files that are referenced directly by canonical filename
rather than asset ID will no longer be valid.
* Improved logging in the Version Handler.
## Bug Fixes
* Fixed an issue in the Version Handler which caused it to not
re-enable plugins when re-importing a custom package with disabled
version managed files.
# Version 1.2.23 - May 26, 2017
## Bug Fixes
* Fixed a bug with gradle prebuild resolver on windows.
# Version 1.2.22 - May 19, 2017
## Bug Fixes
* Fixed a bug in the iOS resolver with incremental builds.
* Fixed misdetection of Cocoapods support with Unity beta 5.6.
# Version 1.2.21 - May 8, 2017
## Bug Fixes
* Fix for https://github.com/googlesamples/unity-jar-resolver/issues/48
Android dependency version number parsing when "-alpha" (etc.) are
included in dependency (AAR / JAR) versions.
# Version 1.2.20 - May 8, 2017
## Bug Fixes
* Attempted to fix
https://github.com/googlesamples/unity-jar-resolver/issues/48
where a NullReferenceException could occur if a target file does not
have a valid version string.
# Version 1.2.19 - May 4, 2017
## Bug Fixes
* Fixed Jar Resolver exploding and deleting AAR files it isn't managing.
# Version 1.2.18 - May 4, 2017
## New Features
* Added support for preserving Unity pods such as when GVR is enabled.
# Version 1.2.17 - Apr 20, 2017
## Bug Fixes
* Fixed auto-resolution when an Android application ID is modified.
# Version 1.2.16 - Apr 17, 2017
## Bug Fixes
* Fixed Unity version number parsing on machines with a locale that uses
"," for decimal points.
* Fixed null reference exception if JDK path isn't set.
# Version 1.2.15 - Mar 17, 2017
## New Features
* Added warning when the Jar Resolver's background resolution is disabled.
## Bug Fixes
* Fixed support of AARs with native libraries when using Gradle.
* Fixed extra repository paths when resolving dependencies.
# Version 1.2.14 - Mar 7, 2017
## New Features
* Added experimental Android resolution using Gradle.
This alternative resolver supports proguard stripping with Unity's
internal build system.
* Added Android support for single ABI builds when using AARs include
native libraries.
* Disabled Android resolution on changes to all .cs and .js files.
File patterns that are monitored for auto-resolution can be added
using PlayServicesResolver.AddAutoResolutionFilePatterns().
* Added tracking of resolved AARs and JARs so they can be cleaned up
if they're no longer referenced by a project.
* Added persistence of AAR / JAR version replacement for each Unity
session.
* Added settings dialog to the iOS resolver.
* Integrated Cocoapod tool installation in the iOS resolver.
* Added option to run pod tool via the shell.
## Bug Fixes
* Fixed build of some source Cocoapods (e.g Protobuf).
* VersionHandler no longer prompts to delete obsolete manifests.
* iOS resolver handles Cocoapod installation when using Ruby < 2.2.2.
* Added workaround for package version selection when including
Google Play Services on Android.
* Fixed support for pods that reference static libraries.
* Fixed support for resource-only pods.
# Version 1.2.12 - Feb 14, 2017
## Bug Fixes
* Fixed re-explosion of AARs when the bundle ID is modified.
# Version 1.2.11 - Jan 30, 2017
## New Features
* Added support for Android Studio builds.
* Added support for native (C/C++) shared libraries in AARs.
# Version 1.2.10 - Jan 11, 2017
## Bug Fixes
* Fixed SDK manager path retrieval.
* Also, report stderr when it's not possible to run the "pod" tool.
* Handle exceptions thrown by Unity.Cecil on asset rename
* Fixed IOSResolver to handle PlayerSettings.iOS.targetOSVersionString
# Version 1.2.9 - Dec 7, 2016
## Bug Fixes
* Improved error reporting when "pod repo update" fails.
* Added detection of xml format xcode projects generated by old Cocoapods
installations.
# Version 1.2.8 - Dec 6, 2016
## Bug Fixes
* Increased speed of JarResolver resolution.
* Fixed JarResolver caches getting out of sync with requested dependencies
by removing the caches.
* Fixed JarResolver explode cache always being rewritten even when no
dependencies change.
# Version 1.2.7 - Dec 2, 2016
## Bug Fixes
* Fixed VersionHandler build errors with Unity 5.5, due to the constantly
changing BuildTarget enum.
* Added support for Unity configured JDK Path rather than requiring
JAVA_HOME to be set in the Jar Resolver.
# Version 1.2.6 - Nov 15, 2016
## Bug Fixes
* Fixed IOSResolver errors when iOS support is not installed.
* Added fallback to "pod" executable search which queries the Ruby Gems
package manager for the binary install location.
# Version 1.2.5 - Nov 3, 2016
## Bug Fixes
* Added crude support for source only Cocoapods to the IOSResolver.
# Version 1.2.4 - Oct 27, 2016
## Bug Fixes
* Automated resolution of out of date pod repositories.
# Version 1.2.3 - Oct 25, 2016
## Bug Fixes
* Fixed exception when reporting conflicting dependencies.
# Version 1.2.2 - Oct 17, 2016
## Bug Fixes
* Fixed issue working with Unity 5.5
* Fixed issue with PlayServicesResolver corrupting other iOS dependencies.
* Updated build script to use Unity distributed tools for building.
# Version 1.2.1 - Jul 25, 2016
## Bug Fixes
* Removed 1.2 Resolver and hardcoded whitelist of AARs to expand.
* Improved error reporting when the "jar" executable can't be found.
* Removed the need to set JAVA_HOME if "jar" is in the user's path.
* Fixed spurious copying of partially matching AARs.
* Changed resolver to only copy / expand when source AARs change.
* Auto-resolution of dependencies is now performed when the Android
build target is selected.
## New Features
* Expand AARs that contain manifests with variable expansion like
${applicationId}.
* Added optional logging in the JarResolverLib module.
* Integration with the Android SDK manager for dependencies that
declare required Android SDK packages.
# Version 1.2.0 - May 11 2016
## Bug Fixes
* Handles resolving dependencies when the artifacts are split across 2 repos.
* #4 Misdetecting version for versions like 1.2-alpha. These are now string
compared if alphanumeric
* Removed resolver creation via reflection since it did not work all the time.
Now a resolver needs to be loaded externally (which is existing behavior).
## New Features
* Expose PlayServicesResolver properties to allow for script access.
* Explodes firebase-common and firebase-measurement aar files to support
${applicationId} substitution.
# Version 1.1.1 - 25 Feb 2016
## Bug Fixes
* #1 Spaces in project path not handled when exploding Aar file.
* #2 Script compilation error: TypeLoadException.
# Version 1.1.0 - 5 Feb 2016
## New Features
* Adds friendly alert when JAVA_HOME is not set on Windows platforms.
* Adds flag for disabling background resolution.
* Expands play-services-measurement and replaces ${applicationId} with the
bundle Id.
## Bug Fixes
* Fixes infinite loop of resolution triggered by resolution.
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Copyright (C) 2014 Google Inc.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
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====================================================================================================
This package uses MiniJSON
Copyright (c) 2013 Calvin Rien
Based on the JSON parser by Patrick van Bergen
http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html
Simplified it so that it doesn't throw exceptions
and can be used in Unity iPhone with maximum code stripping.
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External Dependency Manager for Unity
========
# Overview
The External Dependency Manager for Unity (EDM4U)
(formerly Play Services Resolver / Jar Resolver) is intended to be used by any
Unity plugin that requires:
* Android specific libraries (e.g
[AARs](https://developer.android.com/studio/projects/android-library.html)).
* iOS [CocoaPods](https://cocoapods.org/).
* Version management of transitive dependencies.
* Management of Package Manager (PM) Registries.
Updated releases are available on
[GitHub](https://github.com/googlesamples/unity-jar-resolver)
# Background
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 you 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.
EDM provides solutions for each of these problems.
## Android Dependency Management
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.
## iOS Dependency Management
The *iOS Resolver* component of this plugin integrates with
[CocoaPods](https://cocoapods.org/) 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.
## Package Manager Registry Setup
The [Package Manager](https://docs.unity3d.com/Manual/Packages.html)
(PM) makes use of [NPM](https://www.npmjs.com/) 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](https://docs.unity3d.com/Manual/Packages.html) 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.
## Unity Plugin Version Management
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` includes `EDM4U` plugin at
version 1.1.
* Unity plugin `SomeOtherPlugin` includes `EDM4U`
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, if `SomePlugin` is imported then `SomeOtherPlugin`
is imported.
* `EDM4U` at version 1.1, if `SomeOtherPlugin` is imported then
`SomePlugin` 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](#plugin-redistribution)
section of this document.
# Analytics
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.
# Requirements
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](https://docs.unity3d.com/Manual/upm-scoped.html)
support was added to the Package Manager.
# Getting Started
Before you import EDM4U into your plugin project, you first
need to consider whether you intend to *redistribute* `EDM4U`
along with your own plugin.
## Plugin Redistribution
If you're a plugin maintainer, redistributing `EDM4U` inside your own plugin
will ease the integration process for your users, by resolving dependency
conflicts between your plugin and other plugins in a user's project.
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:
1. Import the `external-dependency-manager-*.unitypackage` into your plugin
project by
[running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), ensuring that
you add the `-gvh_disable` option.
1. Export your plugin by [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), ensuring that
you:
- Include the contents of the `Assets/PlayServicesResolver` and
`Assets/ExternalDependencyManager` directory.
- Add the `-gvh_disable` option.
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
```
### Background
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.
# Android Resolver Usage
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.
1. Add the `external-dependency-manager-*.unitypackage` to your plugin
project (assuming you are developing a plugin). If you are redistributing
EDM4U with your plugin, you **must** follow the
import steps in the [Getting Started](#getting-started) section!
2. Copy and rename the
[SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml)
file into your plugin and add the dependencies your plugin requires.
The XML file just needs to be under an `Editor` directory and match the
name `*Dependencies.xml`. For example,
`MyPlugin/Editor/MyPluginDependencies.xml`.
3. Follow the steps in the [Getting Started](#getting-started)
section when you are exporting your plugin package.
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>
```
## Auto-resolution
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`
## Deleting libraries
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.
## Android Manifest Variable Processing
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.
## ABI Stripping
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.
## Resolution Strategies
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.
### Download Artifacts with Gradle
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 the
AndroidManifest.xml with the project's bundle ID. This means resolution
must be run if the bundle ID is changed again.
- Move the processed AARs to `Plugins/Android` so they will be included when
Unity invokes the Android build.
### Integrate into mainTemplate.gradle
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 as
`mainTemplate.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 the `dependencies` 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 the
`dependencies` 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 pattern `android +{` 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 the `android` section.
## Dependency Tracking
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.
## Displaying Dependencies
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.
# iOS Resolver Usage
The iOS resolver component of this plugin manages
[CocoaPods](https://cocoapods.org/). 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.
1. Add the `external-dependency-manager-*.unitypackage` to your plugin
project (assuming you are developing a plugin). If you are redistributing
EDM4U with your plugin, you **must** follow the
import steps in the [Getting Started](#getting-started) section!
2. Copy and rename the
[SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml)
file into your plugin and add the dependencies your plugin requires.
The XML file just needs to be under an `Editor` directory and match the
name `*Dependencies.xml`. For example,
`MyPlugin/Editor/MyPluginDependencies.xml`.
3. Follow the steps in the [Getting Started](#getting-started)
section when you are exporting your plugin package.
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>
```
## Integration Strategies
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 this `Xcode workspace` integration.
The resolution strategy can be changed via the
`Assets > External Dependency Manager > iOS Resolver > Settings` menu.
### Appending text to generated Podfile
In order to modify the generated Podfile you can create a script like this:
```
using System.IO;
public class PostProcessIOS : MonoBehaviour {
[PostProcessBuildAttribute(45)]//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)
private static void PostProcessBuild_iOS(BuildTarget target, string buildPath)
{
if (target == BuildTarget.iOS)
{
using (StreamWriter sw = File.AppendText(buildPath + "/Podfile"))
{
//in this example I'm adding an app extension
sw.WriteLine("\ntarget 'NSExtension' do\n pod 'Firebase/Messaging', '6.6.0'\nend");
}
}
}
```
# Package Manager Resolver Usage
Adding registries to the
[Package Manager](https://docs.unity3d.com/Manual/Packages.html)
(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.
## Adding Registries
1. Add the `external-dependency-manager-*.unitypackage` to your plugin
project (assuming you are developing a plugin). If you are redistributing
EDM4U with your plugin, you **must** follow the
import steps in the [Getting Started](#getting-started) section!
2. Copy and rename the
[SampleRegistries.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/sample/Assets/ExternalDependencyManager/Editor/SampleRegistries.xml)
file into your plugin and add the registries your plugin requires.
The XML file just needs to be under an `Editor` directory and match the
name `*Registries.xml` or labeled with `gumpr_registries`. For example,
`MyPlugin/Editor/MyPluginRegistries.xml`.
3. Follow the steps in the [Getting Started](#getting-started)
section when you are exporting your plugin package.
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](https://docs.unity3d.com/Manual/upm-scoped.html).
## Managing 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.
## Migration
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 format
`vh-name:VERSION_HANDLER_MANIFEST_NAME` where `VERSION_HANDLER_MANIFEST_NAME`
is the name of the manifest defined in the `.unitypackage`. For
more information see the description of the `gvhp_manifestname` asset label
in the *Version Handler Usage* 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.
## Configuration
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 the `Assets` 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.
# Version Handler Usage
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.
## Using Version Handler Managed Plugins
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.
### Listing Managed Plugins
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.
### Uninstalling Managed Plugins
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.
### Restore Install Paths
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](https://docs.unity3d.com/Manual/SpecialFolders.html) 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.
### Settings
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 using
`Assets > 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 to `myfilename_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.
## Redistributing a Managed Plugin
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:
1. Add the `gvh` asset label to each asset (file) you want Version Handler
to manage.
1. Add the `gvh_version-VERSION` label to each asset where `VERSION` is the
version of the plugin you're releasing (e.g 1.2.3).
1. Add the `gvhp_exportpath-PATH` label to each asset where `PATH` 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.
1. Optional: Add `gvh_targets-editor` label to each editor DLL in your
plugin and disable `editor` as a target platform for the DLL.
The Version Handler will enable the most recent version of this DLL when
the plugin is imported.
1. 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.
1. 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 the `gvh_manifest` label to the asset to indicate this file is
a plugin manifest.
1. 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 where `0` 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.
1. Redistribute EDM4U Unity plugin with your plugin.
See the [Plugin Redistribution](#plugin-redistribution) for the 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](#plugin-redistribution) are followed.
# Building from Source
To build this plugin from source you need the following tools installed:
* Unity (with iOS and Android modules installed)
You can build the plugin by running the following from your shell
(Linux / OSX):
```
./gradlew build
```
or Windows:
```
./gradlew.bat build
```
# Releasing
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` in `build.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.
* Create release commit using `./gradlew gitCreateReleaseCommit` which
performs `git 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`
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using System;
using AntiAddictionSDK.Common;
using UnityEngine;
namespace AntiAddictionSDK.Api
{
public class AntiAddictionStytemSDK
{
static readonly object objLock = new object();
IAntiAddictionClient client;
// Creates AntiAddictionSDK instance.
public AntiAddictionStytemSDK()
{
client = AntiAddictionClientFactory.BuildAntiAddictionClient();
if (client != null) {
client.ZAASDKCompleted += (sender, args) =>
{
if (ZAASDKCompleted != null)
{
ZAASDKCompleted(this, args);
}
};
}
}
// 防沉迷流程结束,可以进入游戏
public event EventHandler<EventArgs> ZAASDKCompleted;
// 获取用户实名认证状态
// 0: 未实名认证
// 1:已实名认证
public int IsAuthenticated()
{
return client.IsAuthenticated();
}
// 获取当前用户年龄段
// 0 未认证
// 1 成年人
// 2 未成年人
public int AgeGroupOfCurrentUser()
{
return client.AgeGroupOfCurrentUser();
}
// 获取当前用户剩余可玩时长
// 如果为-1,表示当前用户为成年人账号,将不受防沉迷限制
// 如果为大于0的数,返回的为当前用户的剩余可玩时长,单位秒
public int LeftTimeOfCurrentUser()
{
return client.LeftTimeOfCurrentUser();
}
}
}
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using System;
namespace AntiAddictionSDK.Api
{
public class ChannelUserInfoEventArgs : EventArgs
{
public int RealNameStatus { get; set; }
}
}
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using System;
namespace AntiAddictionSDK.Api
{
public class GroupIdEventArgs : EventArgs
{
public int GroupId { get; set; }
}
}
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namespace AntiAddictionSDK.Api
{
public class LeftTimeEventArgs : EventArgs
{
public int LeftTime { get; set; }
}
}
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using System;
namespace AntiAddictionSDK.Api
{
public class LoginSuccessEventArgs : EventArgs
{
public string Message { get; set; }
}
}
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using System;
using AntiAddictionSDK.Api;
using UnityEngine;
namespace AntiAddictionSDK.Common
{
public interface IAntiAddictionClient
{
// 防沉迷SDK流程结束,可以开始游戏
event EventHandler<EventArgs> ZAASDKCompleted;
// event EventHandler<EventArgs> NoTimeLeftWithTouristsMode;
// 获取用户实名认证状态
// 0: 未实名认证
// 1:已实名认证
int IsAuthenticated();
// 获取当前用户年龄段
// 0 未认证
// 1 成年
// 2 未成年
int AgeGroupOfCurrentUser();
// 获取当前用户剩余可玩时长,如果为-1,表示当前用户为成年人账号,将不受防沉迷限制,如果为大于0的数,返回的为当前用户的剩余可玩时长,单位秒
int LeftTimeOfCurrentUser();
// //设置Android渠道userId(Android 华为,联想渠道需要调用)
// //为兼容华为,联想渠道的防沉迷SDK,当游戏调用华为,联想渠道SDK登录成功,并且获取到了账号Id之后,请调用下面的接口
// void SetChannelUserId(string userId);
// //游戏退到后台时调用(iOS 不需要)
// void GameOnPause();
// //游戏恢复到前台时调用(iOS 不需要)
// void GameOnResume();
// // 暂停计时器
// void StopTimerInUnity();
// // 恢复计时器
// void ResumeTimerInUnity();
// // Android 获取UserCode
// string GetUserCode();
// // Android 设置用户GroupId
// void SetGroupId(int groupId);
// // Android 获取用户GroupId
// int GetGroupId();
// // Android更新用户数据接口
// void UpdateDataReport();
// // Android获取当前用户的分组id,调用此方法后,会通过 event EventHandler<GroupIdEventArgs> OnUserGroupSuccessResult接口返回用户的分组信息
// // zplayId:之前用户系统的zplayId,没有可以传""
// void CheckUserGroupId(string zplayId);
}
}
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<dependencies>
<iosPods>
<iosPod name="ZAnti-Addiction" version="~> 0.0.6" minTargetSdk="10.0">
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</iosPods>
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using AntiAddictionSDK.Api;
using AntiAddictionSDK.Common;
using UnityEngine;
namespace AntiAddictionSDK
{
public class AntiAddictionClientFactory
{
public static IAntiAddictionClient BuildAntiAddictionClient()
{
// #if UNITY_ANDROID
// return new Android.AntiAddictionClient();
#if UNITY_IPHONE
return new iOS.ManagerClient();
#else
return null;
#endif
}
}
}
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#import <Foundation/Foundation.h>
#import <ZAnti_Addiction/ZAAManager.h>
#import "AATypes.h"
@interface AABridge : NSObject
- (instancetype)initSDKWithClientReference:(AATypeClientRef*)aaClientRef;
@property(nonatomic, assign) AATypeClientRef *client;
@property(nonatomic, strong) ZAAManager *manager;
// sdk流程结束,可以开始游戏
@property(nonatomic, assign) ZAASDKCompletedCallback sdkCompletedCallback;
// 获取用户的认证身份
// 0: 未认证
// 1:已认证
- (int)getUserAuthenticationStatus;
// 获取用户年龄状态
// 0: 未登录
// 1: 成年人
// 2: 未成年人
- (int)getUserAgeGroup;
// 查询剩余时间
- (int)checkLeftTimeOfCurrentUser;
@end
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#import "AABridge.h"
@interface AABridge ()<ZAAManagerDelegate>
@end
@implementation AABridge
- (instancetype)initSDKWithClientReference:(AATypeClientRef*)aaClientRef {
if (self = [super init]) {
_client = aaClientRef;
_manager = [ZAAManager sharedSDK];
_manager.delegate = self;
}
return self;
}
// 获取用户的认证身份
// 0: 未认证
// 1:已认证
- (int)getUserAuthenticationStatus {
return [self.manager getUserAuthenticationStatus];
}
// 获取用户年龄状态
// 0: 未知
// 1: 成年人
// 2: 未成年人
- (int)getUserAgeGroup {
return [self.manager getUserAgeGroup];
}
// 查询剩余时间
- (int)checkLeftTimeOfCurrentUser {
return [self.manager checkLeftTimeOfCurrentUser];
}
#pragma mark - ZAAManagerDelegate
/// sdk流程结束,可以开始游戏
- (void)ZAASDKCompleted {
if (self.sdkCompletedCallback) {
self.sdkCompletedCallback(self.client);
}
}
@end
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#import "AATypes.h"
#import "AAObjectCache.h"
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static NSString *AAStringFromUTF8String(const char *bytes) { return bytes ? @(bytes) : nil; }
#pragma mark - method
AATypeRef AACreateManager(AATypeClientRef *client) {
AABridge *manager = [[AABridge alloc] initSDKWithClientReference:client];
AAObjectCache *cache = [AAObjectCache sharedInstance];
[cache.references setObject:manager forKey:[manager aa_referenceKey]];
return (__bridge AATypeRef)manager;
}
void AASetManagerCallbacks(
AATypeClientRef manager,
// 流程结束,开始游戏
ZAASDKCompletedCallback sdkCompletedCallback) {
AABridge *internalManager = (__bridge AABridge *)manager;
internalManager.sdkCompletedCallback = sdkCompletedCallback;
}
int getUserAuthenticationStatus(AATypeRef manager) {
AABridge *internalManager = (__bridge AABridge *)manager;
return [internalManager getUserAuthenticationStatus];
}
int getUserAgeGroup(AATypeRef manager) {
AABridge *internalManager = (__bridge AABridge *)manager;
return [internalManager getUserAgeGroup];
}
void checkLeftTimeOfCurrentUser(AATypeRef manager) {
AABridge *internalManager = (__bridge AABridge *)manager;
[internalManager checkLeftTimeOfCurrentUser];
}
#pragma mark - Other methods
void AARelease(AATypeRef ref) {
if (ref) {
AAObjectCache *cache = [AAObjectCache sharedInstance];
[cache.references removeObjectForKey:[(__bridge NSObject *)ref aa_referenceKey]];
}
}
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#import <Foundation/Foundation.h>
@interface AAObjectCache : NSObject
+ (instancetype)sharedInstance;
@property(nonatomic, strong) NSMutableDictionary *references;
@end
@interface NSObject (AAOwnershipAdditions)
- (NSString *)aa_referenceKey;
@end
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@implementation AAObjectCache
+ (instancetype)sharedInstance {
static AAObjectCache *sharedInstance;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
sharedInstance = [[self alloc] init];
});
return sharedInstance;
}
- (id)init {
self = [super init];
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typedef const void *AATypeRef;
typedef const void *AATypeClientRef;
typedef const void *AATypeRef;
// sdk流程结束
typedef void (*ZAASDKCompletedCallback)(AATypeClientRef *aaClient);
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#if UNITY_IOS
using System;
using System.Runtime.InteropServices;
namespace AntiAddictionSDK.iOS
{
class Externs
{
#region Common externs
[DllImport("__Internal")]
internal static extern IntPtr AARelease(IntPtr obj);
#endregion
[DllImport("__Internal")]
internal static extern IntPtr AACreateManager(IntPtr managerClient);
[DllImport("__Internal")]
internal static extern void AASetManagerCallbacks(
IntPtr manager,
ManagerClient.ZAASDKCompletedCallback sdkCompletedCallback
);
[DllImport("__Internal")]
internal static extern int getUserAuthenticationStatus(IntPtr manager);
[DllImport("__Internal")]
internal static extern int getUserAgeGroup(IntPtr manager);
[DllImport("__Internal")]
internal static extern int checkLeftTimeOfCurrentUser(IntPtr manager);
}
}
#endif
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#if UNITY_IOS
using System;
using AntiAddictionSDK.Common;
using AntiAddictionSDK.Api;
using System.Runtime.InteropServices;
using UnityEngine;
namespace AntiAddictionSDK.iOS
{
public class ManagerClient : IAntiAddictionClient
{
private IntPtr managerPtr;
private IntPtr managerClientPtr;
internal delegate void ZAASDKCompletedCallback(IntPtr managerClient);
public event EventHandler<EventArgs> ZAASDKCompleted;
public ManagerClient()
{
managerClientPtr = (IntPtr)GCHandle.Alloc(this);
managerPtr = Externs.AACreateManager(managerClientPtr);
Externs.AASetManagerCallbacks(
managerPtr,
sdkCompletedCallback
);
}
private IntPtr ManagerPtr
{
get
{
return ManagerPtr;
}
set
{
Externs.AARelease(ManagerPtr);
ManagerPtr = value;
}
}
public int IsAuthenticated()
{
return Externs.getUserAuthenticationStatus(managerPtr);
}
public int AgeGroupOfCurrentUser()
{
return Externs.getUserAgeGroup(managerPtr);
}
public int LeftTimeOfCurrentUser()
{
return Externs.checkLeftTimeOfCurrentUser(managerPtr);
}
[MonoPInvokeCallback(typeof(ZAASDKCompletedCallback))]
private static void sdkCompletedCallback(IntPtr managerClient)
{
ManagerClient client = IntPtrToManagerClient(managerClient);
if (client.ZAASDKCompleted != null)
{
client.ZAASDKCompleted(client, EventArgs.Empty);
}
}
private static ManagerClient IntPtrToManagerClient(IntPtr managerClient)
{
GCHandle handle = (GCHandle)managerClient;
return handle.Target as ManagerClient;
}
}
}
#endif
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using System;
namespace AntiAddictionSDK.iOS
{
public sealed class MonoPInvokeCallbackAttribute : Attribute
{
public MonoPInvokeCallbackAttribute(Type type) { }
}
}
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<plist version="1.0">
<dict>
<key>CADisableMinimumFrameDuration</key>
<false />
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleDisplayName</key>
<string>AASDK-Unity</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIdentifier</key>
<string>${PRODUCT_BUNDLE_IDENTIFIER}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>0.1</string>
<key>CFBundleVersion</key>
<string>0</string>
<key>LSRequiresIPhoneOS</key>
<true />
<key>NSAppTransportSecurity</key>
<dict>
<key>NSAllowsArbitraryLoads</key>
<true />
</dict>
<key>UILaunchStoryboardName</key>
<string>LaunchScreen-iPhone</string>
<key>UILaunchStoryboardName~ipad</key>
<string>LaunchScreen-iPad</string>
<key>UILaunchStoryboardName~iphone</key>
<string>LaunchScreen-iPhone</string>
<key>UILaunchStoryboardName~ipod</key>
<string>LaunchScreen-iPhone</string>
<key>UIPrerenderedIcon</key>
<false />
<key>UIRequiredDeviceCapabilities</key>
<array>
<string>armv7</string>
<string>metal</string>
</array>
<key>UIRequiresFullScreen</key>
<true />
<key>UIRequiresPersistentWiFi</key>
<false />
<key>UIStatusBarHidden</key>
<true />
<key>UIStatusBarStyle</key>
<string>UIStatusBarStyleDefault</string>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeRight</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
</array>
<key>Unity_LoadingActivityIndicatorStyle</key>
<integer>-1</integer>
<key>UnityCloudProjectID</key>
<string />
<key>UnityCrashSubmissionURL</key>
<string />
<key>zgameid</key>
<string>z01005</string>
<key>zchannelid</key>
<string>zy005</string>
</dict>
</plist>
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