Background:
I believe I'm doing what's suggested in this article: From Unity to iOS, how to perfectly automate frameworks, settings and plist?
I've confirmed that the PostBuildProcess function is called and the info.plist is changed. I log the output and it appears correct. I also saved a 2nd file in my code (info2.plist) and it contains all the changes I expect. However, the original file (info.plist) is overwritten with different values.
It seems that Unity is overwriting the info.plist file after the PostProcessBuild functions are running.
Code is placed in /Assets/Editor folder in Unity project.
Here's one of my functions:
[PostProcessBuild(1)]
public static void ChangeXcodePlist(BuildTarget buildTarget, string pathToBuiltProject)
{
if (buildTarget == BuildTarget.iOS)
{
// Get plist file and read it.
string plistPath = pathToBuiltProject + "/Info.plist";
Debug.Log("In the ChangeXCodePlist, path is: " + plistPath);
PlistDocument plist = new PlistDocument();
plist.ReadFromString(File.ReadAllText(plistPath));
Debug.Log("In the ChangeXCodePlist");
// Get root
PlistElementDict rootDict = plist.root;
// Required when using camera for demos, e.g. AR demos.
rootDict.SetString("NSCameraUsageDescription", "Uses the camera for Augmented Reality");
// Required when using photo library in demo (i.e. reading library).
rootDict.SetString("NSPhotoLibraryUsageDescription", "${PRODUCT_NAME} photo use");
// Required when adding images to photo library in demos.
rootDict.SetString("NSPhotoLibraryAddUsageDescription", "${PRODUCT_NAME} photo use");
//ITSAppUsesNonExemptEncryption, this value is required for release in TestFlight.
rootDict.SetBoolean("ITSAppUsesNonExemptEncryption", false);
Debug.Log("PLIST: " + plist.WriteToString());
// Write to file
File.WriteAllText(plistPath, plist.WriteToString());
File.WriteAllText(pathToBuiltProject + "/info2.plist", plist.WriteToString());
}
}
Thanks @dogiordano, that was the problem. A colleague added a library to the project that included a PostProcessBuild attribute with no calling order defined like this:
[PostProcessBuild]
whereas my 2 callbacks had the order specified:[PostProcessBuild(0)]
[PostProcessBuild(1)]
There's nothing in the doc that describes what happens in this case: https://docs.unity3d.com/ScriptReference/Callbacks.PostProcessBuildAttribute.html
So, I tried my functions with (1) and (2) to see if the unspecified order would take the (0) slot and it does not. Like this:[PostProcessBuild]
- other library[PostProcessBuild(1)]
- mine[PostProcessBuild(2)]
- mine
So, if you don't specify a callback order, those functions are called after the functions that have an order specified.
I specified the callback order for all 3, and it works as expected.[PostProcessBuild(0)]
- other library[PostProcessBuild(1)]
- mine[PostProcessBuild(2)]
- mine
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