I'm new to unity3d , and I have to use it to batch build different apks for multiple android channels. I have to change project's package name, app name, icon, and meta-data values defined in AndroidManifest.xml, which is really boring me. What's worse is that I have to depend on different sdks that makes the project so heavy.
I know that android studio now is using gradle which can use buildTypes, productFlavors and sourceSet, manifestPlaceHolder, applicationId and some other configures to build different apks for multiple android channel.
I also find some plugins in github like https://github.com/zasadnyy/unity-gradle-plugin, but it can't use buildTypes or productFlavors features.
I wonder if it is possible to use gradle to achieve my goal? Any suggestions?
Unfortunately, Unity's gradle support is substandard (as of Unity 2017 and possibly beyond). I would recommend using the Build Player Pipeline in combination with your own Post Process Build code to selectively enable or disable features and configure the output. You can configure the specific build using Custom Scripting Directives that can be modified in the Build Settings
-> Player Settings
panel when building the application.
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