I’ve created an Android plugin for Unity, and it requires some dependencies to be added manually. The current steps to do this are:
- Go to Edit > Project Settings > Player > Publishing Settings.
- Enable “Custom Main Gradle Template.”
- Navigate to and open the
mainTemplate.gradle
file. - Add the dependencies I provided.
Is there a way to automate this process?
I was considering:
- A pre-build script that adds the dependencies.
using System.IO;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
public class GradleTemplateModifier : IPreprocessBuildWithReport
{
public int callbackOrder => 0;
public void OnPreprocessBuild(BuildReport report)
{
if (report.summary.platform == BuildTarget.Android)
{
string gradleTemplatePath = "Assets/Plugins/Android/mainTemplate.gradle";
if (File.Exists(gradleTemplatePath))
{
string content = File.ReadAllText(gradleTemplatePath);
string[] dependencies = new[]
{
"implementation 'com.example:some-dependency:1.0.0'",
};
foreach (var dependency in dependencies)
{
if (!content.Contains(dependency))
{
int index = content.LastIndexOf("dependencies {") + "dependencies {".Length;
content = content.Insert(index, $"nt{dependency}");
File.WriteAllText(gradleTemplatePath, content);
Debug.Log("Added dependency to mainTemplate.gradle");
}
}
}
}
}
}
In this script, I’m adding the plugin dependencies directly to the `mainTemplate.gradle` file and saving it. However, this approach has some issues:
-
If I need to update the dependency version, I also need to remove the old one.
-
If the user is using an old dependency version, it could create conflicts.
As you can see, I need help with the overall flow and implementation. I’m sure there’s a much better solution out there.
From what i read unity doesn’t support multiple build.gradle files.
Is there an easier why? Is there a built in why?
Naor Geva is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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