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Tutorials or info dealing with post build process?
I have gotten to the point in unity where I now have a mix of native code and need to link with custom libraries. I was curious if there is any information on how to (from unity's perspective) include these libraries automatically into the xcode project without having to manually add them every time I go to make a new build.
you mean copying the files or including a reference in your xcode project?
Answer by Antony-Blackett · May 23, 2011 at 08:18 PM
Are you sure you only want these libs included at the xCode part? You could import them into Unity as plugins. There are a few documents in the Unity manual about plugins which seems to be the way most people use custom libs with Unity projects.
http://unity3d.com/support/documentation/Manual/Plugins.html#iPhonePlugins
Hrmmm,
If they were my own dll's perhaps. In this particular case it is the GANTracker from google analytics. And so I have to add the lib to the project everytime I build from unity. Although I am having other issues now which may be a show stopper.
It is crashing when I added the lib to a 3.1.3 phone attached. (No code yet, just adding the lib to xcode). Although it works fine if the attached phone is a 4.x.
I have tried all thumb/no thumb/ gcc/weak linking combination I can think of. But as for the original question, I have a lib.a from google, and adding it by hand every build is getting old.
Answer by kalvinlyle · Mar 12, 2012 at 08:20 PM
The Prime 31 plugins call a Apple Script from their post process build player. I'm trying to figure out the same thing as my project now has a 15 step post build regiment that I must follow to update the Xcode project every time I do a clean build from Unity.
Answer by ikriz · Jan 26, 2013 at 07:44 PM
Checkout my example for running a post build script on all platforms from unity code without plugins http://www.ikriz.nl/2012/06/18/unity-post-process-mayhem
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