UnityEditor.FacebookEditor.ManifestMod.GenerateManifest C# (CSharp) Method

GenerateManifest() public static method

public static GenerateManifest ( ) : void
return void
        public static void GenerateManifest()
        {
            var outputFile = Path.Combine(Application.dataPath, "Plugins/Android/AndroidManifest.xml");

            // only copy over a fresh copy of the AndroidManifest if one does not exist
            if (!File.Exists(outputFile))
            {
                var inputFile = Path.Combine(EditorApplication.applicationContentsPath, "PlaybackEngines/androidplayer/AndroidManifest.xml");
                File.Copy(inputFile, outputFile);
            }
            UpdateManifest(outputFile);
        }

Usage Example

コード例 #1
0
        public static void OnPostProcessBuild(BuildTarget target, string path)
        {
            // If integrating with facebook on any platform, throw a warning if the app id is invalid
            if (!Facebook.Unity.FacebookSettings.IsValidAppId)
            {
                Debug.LogWarning("You didn't specify a Facebook app ID.  Please add one using the Facebook menu in the main Unity editor.");
            }
            // Unity renamed build target from iPhone to iOS in Unity 5, this keeps both versions happy
            if (target.ToString() == "iOS" || target.ToString() == "iPhone")
            {
                UpdatePlist(path);
                FixupFiles.FixSimulator(path);
                FixupFiles.AddVersionDefine(path);
                FixupFiles.FixColdStart(path);
            }

            if (target == BuildTarget.Android)
            {
                // The default Bundle Identifier for Unity does magical things that causes bad stuff to happen
                if (PlayerSettings.bundleIdentifier == "com.Company.ProductName")
                {
                    Debug.LogError("The default Unity Bundle Identifier (com.Company.ProductName) will not work correctly.");
                }
                if (!FacebookAndroidUtil.IsSetupProperly())
                {
                    Debug.LogError("Your Android setup is not correct. See Settings in Facebook menu.");
                }

                if (!ManifestMod.CheckManifest())
                {
                    // If something is wrong with the Android Manifest, try to regenerate it to fix it for the next build.
                    ManifestMod.GenerateManifest();
                }
            }
        }
All Usage Examples Of UnityEditor.FacebookEditor.ManifestMod::GenerateManifest