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How can I build iOS from Travis?
Hi all,
I'm working on a Unity project (Unity v5.6.1f1) where we want to be able to build and ship the .xcodeproj file that is built by Unity when using the iOS build target. I'm able to do this easily via the command line locally, but I'm having a lot of trouble doing it as part of the automated build process that I've set up in Travis.
A lot of research has lead me in the direction of installing Unity and UnitySetup-iOS-Support-for-Editor, activating a license using my personal account details, and trying to build using either the command line or via a script within my Unity project. As I had a lot of problems just using the command line I wrote a script that activates a class method using the "-executeMethod" flag. But there still aren't any outputs in my build file.
Here's my script:
echo "Building $project for iOS Platform."
/Applications/Unity/Unity.app/Contents/MacOS/Unity \
-batchmode -nographics \
-logFile "$log_file" \
-returnlicense \
-quit \
-executeMethod BuildBinaries.BuildForIOS
if [ $? = 0 ] ; then
echo "Building iOS binaries completed successfully."
echo "Zipping binaries..."
zip -r iOSBuild.zip . -i "$pwd/build/iOSBuild"
error_code=0
else
echo "Building iOS binaries failed. Exited with $?."
error_code=1
fi
And my method:
[MenuItem("Build/iOS")]
public static void BuildForIOS()
{
BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
buildPlayerOptions.scenes = new[] {"Assets/Scenes/GameScene.unity"};
buildPlayerOptions.locationPathName = "iOSBuild";
buildPlayerOptions.target = BuildTarget.iOS;
buildPlayerOptions.options = BuildOptions.None;
BuildPipeline.BuildPlayer(buildPlayerOptions);
}
But it always says that the directory I expect to be able to zip is empty. Travis support looked into this recently with me and even found that it looks like it's still building the standalone player instead.
Has anyone seen this before, or tried to do it and have an idea of how I can continue? Thanks in advance!
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