这里需要用到 Unity3D Editor 提供的 PostProcessBuildAttribute 来实现。PostProcessBuildAttribute的本质是在unity编译完成之后,你可以利用这个做一件事情。
直接上代码:
直接上代码:
新建一个文件
TestBuildPostprocessor.cs
#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using System.IO;
using System.Diagnostics;
#if UNITY_EDITOR_OSX
using UnityEditor.iOS.Xcode;
using UnityEditor.iOS.Xcode.Extensions;
#endif
public class TestBuildPostprocessor {//类名随便取
[PostProcessBuildAttribute(1)]//括号里的数字是有多个PostProcessBuildAttribute时执行顺序,0是第一个执行的
public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject) {
if (target != BuildTarget.iOS) {
UnityEngine.Debug.LogWarning ("Target is not iPhone. XCodePostProcess will not run");
return;
}
#if UNITY_EDITOR_OSX
//EmbedFrameworks
string projPath = PBXProject.GetPBXProjectPath(pathToBuiltProject);
PBXProject