Tanoda
AutoIncrementBuildVersion.cs
Go to the documentation of this file.
1using UnityEngine;
2using System.Collections;
3#if UNITY_EDITOR
4using UnityEditor.Callbacks;
5using UnityEditor;
6#endif
7using System;
8using System.Diagnostics;
9
10public class AutoIncrementBuildVersion : MonoBehaviour
11{
12
13#if UNITY_EDITOR
14 [PostProcessBuildAttribute (0)]
15 public static void OnPostprocessBuild (BuildTarget buildTarget, string path)
16 {
17 string currentVersion = PlayerSettings.bundleVersion;
18
19 try {
20 int major = Convert.ToInt32 (currentVersion.Split ('.') [0]);
21 int minor = Convert.ToInt32 (currentVersion.Split ('.') [1]);
22 int build = Convert.ToInt32 (currentVersion.Split ('.') [2]) + 1;
23
24
25 PlayerSettings.bundleVersion = major + "." + minor + "." + build;
26
27 if (buildTarget == BuildTarget.iOS) {
28 PlayerSettings.iOS.buildNumber = "" + build + "";
29 UnityEngine.Debug.Log ("Finished with bundleversioncode:" + PlayerSettings.iOS.buildNumber + "and version" + PlayerSettings.bundleVersion);
30
31 } else if (buildTarget == BuildTarget.Android) {
32 PlayerSettings.Android.bundleVersionCode = build;
33 UnityEngine.Debug.Log ("Finished with bundleversioncode:" + PlayerSettings.Android.bundleVersionCode + "and version" + PlayerSettings.bundleVersion);
34 }
35
36 } catch (Exception e) {
37 UnityEngine.Debug.LogError (e);
38 UnityEngine.Debug.LogError ("AutoIncrementBuildVersion script failed. Make sure your current bundle version is in the format X.X.X (e.g. 1.0.0) and not X.X (1.0) or X (1).");
39 }
40 }
41#endif
42}
43
44
45