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[링크] https://j2su0218.tistory.com/503

 

[유니티Unity]유니티에서 인앱 업데이트 지원 하기

유니티에서 인앱 업데이트 지원 하기 구글 콘솔에 새로운 버전을 업데이트했을 때, 인앱 업데이트 기능을 넣어주지 않으면 사용자가 직접 앱을 업데이트시켜주어야 한다. 하지만 중요한 기능의

j2su0218.tistory.com

 

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[링크] https://cho22.tistory.com/55

 

[UnityNGUI] ScrollView에 Particle Clipping하기

NGUI 스크롤뷰 내부에 파티클이 붙어있는 아이템을 추가했더니 스크롤시 스크롤뷰 밖에서 파티클이 보이는 현상이 발생하였다. 이 현상 수정을 위해 NGUI Particle Clipping, 유니티 파티클 스크롤뷰,

cho22.tistory.com

 

 

 

 

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Xcode 15

Unity 2023.3.10f1

----

 

[Xcode Build Error]

Assertion failed: (false && "compact unwind compressed function offset doesn't fit in 24 bits"), function operator(), file Layout.cpp, line 5758.

 

Xcode 15로 업데이트 후 빌드를 했더니,

유니티 빌드는 정상적으로 됐는데 Xcode로 넘어와서는 위와 같은 에러를 내면서 빌드가 안된다.

혹시나해서 Mac OS 14로 업데이트도 해봤는데 빌드 실패함.

 

OTHER_LDFLAGS에 -ld_classic을 추가하라는 내용을 보고(아래 링크 참조) 추가해서 정상적으로 빌드 되는 것을 확인 함.

 

    ...
    var pbxProject = new PBXProject();
    pbxProject.ReadFromFile(projectPath);
 
    //Unity Framework
    target = pbxProject.GetUnityFrameworkTargetGuid();
    pbxProject.AddBuildProperty(target, "OTHER_LDFLAGS", "-ld_classic");

 

 

[참조] https://forum.unity.com/threads/project-wont-build-using-xode15-release-candidate.1491761/#post-9355667

 

Bug - Project won't build using Xode15 release candidate.

Hi there, just tried to build the project using Xcode15 RC (Released yesterday). And failed with the following error: Showing Recent Issues...

forum.unity.com

[참조] https://issuetracker.unity3d.com/issues/building-projects-with-il2cpp-scripting-backend-for-apple-platforms-fails-with-xcode-15-dot-0b6-or-newer

 

Unity IssueTracker - Building projects with IL2CPP scripting backend for Apple platforms fails with Xcode 15.0b6 or newer

Xcode >= 15.0b6 contains a change to the "ProductName" in the "version.plist", which Unity will fail to parse. Because of that, U...

issuetracker.unity3d.com

 

 

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[LInk] https://plugins.jenkins.io/build-failure-analyzer/

 

Build Failure Analyzer

Jenkins Build Failure Analyzer. This plugin scans build logs and other files in the workspace for recognised patterns of known causes to build failures, and displays them on the build page for quicker recognition of why the build failed.

plugins.jenkins.io

 

[Failure Cause Setting]

 

[Pattern]

.*.: error CS.*

 

 

 

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[iOS/Android] https://blog.naver.com/parosaone/222461146331

 

무료 인앱 광고 차단 - AdGuard DNS 설정 (애드가드 프로파일, 가상 VPN)

모든 광고 차단 프로그램(앱)의 본질은 광고 웹 서버 접속을 막는 것입니다. 예를 들어 Adblock Plus(chr...

blog.naver.com

 

[iOS AdGuard DNS 프로파일 URL] https://cdn.adguard.com/public/Dns/adguard-dns.mobileconfig

 

----

 

[Android] https://m.enuri.com/knowcom/detail.jsp?kbno=1335653&bbsname=nuri 

 

안드로이드폰 광고차단 꿀팁(옆동네발) - 에누리 쇼핑지식 자유게시판

에누리 자유게시판 - [안드로이드9버전 부터 가능] '설정 - 연결 - 기타연결설정' 들어가시면 프라이빗 DNS (혹은 비공개 DNS)가 있습니다. 여기에 'dns.adguard.com' 추가하시면

m.enuri.com

 

 
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I used the post in the 'EDIT 2' to come up with a decent solution. I don't know if it will work 100% of the time and I would love for someone to correct me if I have chosen a poor solution. This should allow me to run code before the build starts, and if the build fails or succeeds without changing the unity build pipeline.
class CustomBuildPipeline : MonoBehaviour, IPreprocessBuildWithReport, IPostprocessBuildWithReport
{
    public int callbackOrder => 0;

    // CALLED BEFORE THE BUILD
    public void OnPreprocessBuild(BuildReport report)
    {
        // Start listening for errors when build starts
        Application.logMessageReceived += OnBuildError;
    }

    // CALLED DURING BUILD TO CHECK FOR ERRORS
    private void OnBuildError(string condition, string stacktrace, LogType type)
    {
        if (type == LogType.Error)
        {
            // FAILED TO BUILD, STOP LISTENING FOR ERRORS
            Application.logMessageReceived -= OnBuildError;
        }
    }

    // CALLED AFTER THE BUILD
    public void OnPostprocessBuild(BuildReport report)
    {
        // IF BUILD FINISHED AND SUCCEEDED, STOP LOOKING FOR ERRORS
        Application.logMessageReceived -= OnBuildError;
    }
}

 

[출처] https://stackoverflow.com/questions/58840114/unity-editor-detect-when-build-fails

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String Format for Int [C#]

Integer numbers can be formatted in .NET in many ways. You can use static method String.Format or instance method int.ToString. Following examples shows how to align numbers (with spaces or zeroes), how to format negative numbers or how to do custom formatting like phone numbers.

Add zeroes before number

To add zeroes before a number, use colon separator „:“and write as many zeroes as you want.

[C#]

String.Format("{0:00000}", 15);          // "00015"
String.Format("{0:00000}", -15);         // "-00015"

Align number to the right or left

To align number to the right, use comma „,“ followed by a number of characters. This alignment option must be before the colon separator.

[C#]

String.Format("{0,5}", 15);              // "   15"
String.Format("{0,-5}", 15);             // "15   "
String.Format("{0,5:000}", 15);          // "  015"
String.Format("{0,-5:000}", 15);         // "015  "

Different formatting for negative numbers and zero

You can have special format for negative numbers and zero. Usesemicolon separator „;“ to separate formatting to two or three sections. The second section is format for negative numbers, the third section is for zero.

[C#]

String.Format("{0:#;minus #}", 15);      // "15"
String.Format("{0:#;minus #}", -15);     // "minus 15"
String.Format("{0:#;minus #;zero}", 0);  // "zero"

Custom number formatting (e.g. phone number)

Numbers can be formatted also to any custom format, e.g. like phone numbers or serial numbers.

[C#]

String.Format("{0:+### ### ### ###}", 447900123456); // "+447 900 123 456"
String.Format("{0:##-####-####}", 8958712551);       // "89-5871-2551"

출처 http://www.csharp-examples.net/examples/
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With recent Unity versions (2020, 2021 and 2022) Flutter Android builds will take a lot longer, because it also has to compile the IL2CPP code from Unity.

From the Readme:

  • Android builds takes forever to complete Unity 2022.1.*, remove these lines from unityLibrary/build.gradle filecommandLineArgs.add("--enable-debugger")
    commandLineArgs.add("--profiler-report")
    commandLineArgs.add("--profiler-output-file=" + workingDir + "/build/il2cpp_"+ abi + "_" + configuration + "/il2cpp_conv.traceevents")

Here is some testing to check how to speed things up.

Unity settings

IL2CPP Code Generation

  • Build Settings -> IL2CPP Code Generation: select Faster (smaller) builds instead of Faster runtime.
  • Or C# EditorUserBuildSettings.il2CppCodeGeneration = UnityEditor.Build.Il2CppCodeGeneration.OptimizeSize;

C++ compiler configuration

  • In Player settings -> Other settings -> configuration, select Debug.
  • Or C# PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.Android, Il2CppCompilerConfiguration.Debug);

Disable script debugging

Don't bother setting this in the Unity settings, it will be overridden by the build script.
Assets/FlutterUnityIntegration/Editor/build.cs
In the function DoBuildAndroid() remove the line enabling script debugging.
playerOptions.options = BuildOptions.AllowDebugging;
This is the same as removing commandLineArgs.add("--enable-debugger") from the build.gradle file after an export.

Measuring results

When you run a Flutter build, there are multiple IL2CPP stages that report their duration, with 2 sections taking far longer than all others.
We can compare these build durations when using different settings in Unity.

Log of the slow armv7 and arm64 sections

Starting: Z:\fuw20221.1.0+7\2021\example\android\unityLibrary\src\main\Il2CppOutputProject\IL2CPP\build\deploy\bee_backend\win-x64\bee_backend.exe --profile="Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_armeabi-v7a_Release/il2cpp_cache/buildstate/backend_profiler1.traceevents" --stdin-canary --dagfile="Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_armeabi-v7a_Release/il2cpp_cache/buildstate/bee.dag" --continue-on-failure --dagfilejson="Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_armeabi-v7a_Release/il2cpp_cache/buildstate/bee.dag.json" FinalProgram
WorkingDir: Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_armeabi-v7a_Release/il2cpp_cache/buildstate
ExitCode: 0 Duration: 2m:04s
Build succeeded with 553 successful nodes and 0 failed ones

Starting: Z:\fuw20221.1.0+7\2021\example\android\unityLibrary\src\main\Il2CppOutputProject\IL2CPP\build\deploy\bee_backend\win-x64\bee_backend.exe --profile="Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_arm64-v8a_Release/il2cpp_cache/buildstate/backend_profiler1.traceevents" --stdin-canary --dagfile="Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_arm64-v8a_Release/il2cpp_cache/buildstate/bee.dag" --continue-on-failure 
--dagfilejson="Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_arm64-v8a_Release/il2cpp_cache/buildstate/bee.dag.json" FinalProgram
WorkingDir: Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_arm64-v8a_Release/il2cpp_cache/buildstate
ExitCode: 0 Duration: 2m:03s
Build succeeded with 553 successful nodes and 0 failed ones
 

Results

The exact durations here aren't important, as this will be different of every computer and project setup.
This is after flutter clean and a fresh Unity export. Any subsequent runs will be faster because of caching.

Flutter build apk, with an export from Unity 2021.3.5f1 in android/unityLibrary on Windows 10.

Settingarmv7 durationarm64 duration

example project 2m:04s 2m:03s
1 - Code generation (faster builds) 1m:41s 1m:38s
2 - Compiler configuration (debug) 45s 43s
3 - No script debugging 30s 30s
1 + 2 35s 34s
1 + 2 + 3 23s 25s

Conclusion

My advice is to add this to the build script in DoBuildAndroid() for any test or debug builds, remove it for final release builds.

//Assets/FlutterUnityIntegration/Editor/build.cs
bool isReleaseBuild = false;

#if UNITY_2022_1_OR_NEWER
    PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.Android, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
    PlayerSettings.SetIl2CppCodeGeneration(UnityEditor.Build.NamedBuildTarget.Android, UnityEditor.Build.Il2CppCodeGeneration.OptimizeSize);
#elif UNITY_2021_2_OR_NEWER
    PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.Android, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
    EditorUserBuildSettings.il2CppCodeGeneration = UnityEditor.Build.Il2CppCodeGeneration.OptimizeSize;
#endif
 

If it doesn't affect your workflow, disable script debugging.

// playerOptions.options = BuildOptions.AllowDebugging;

And if you are developing on an arm64 device anyway, temporarily remove the armv7 build target from the Unity player settings.

 

 

[출처] https://github.com/juicycleff/flutter-unity-view-widget/issues/643

 

[Android] Tips to reduce android build times. · Issue #643 · juicycleff/flutter-unity-view-widget

With recent Unity versions (2020, 2021 and 2022) Flutter Android builds will take a lot longer, because it also has to compile the IL2CPP code from Unity. From the Readme: Android builds takes fore...

github.com

 

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[링크] https://magnuxx.tistory.com/entry/jenkins-job-%EB%B3%B5%EC%82%AC%EC%83%88%EB%A1%9C%EC%9A%B4-item-%EB%B3%B5%EC%82%AC

 

jenkins job 복사(새로운 item 복사)

jenkins에서 새로운 Item을 만들때 기존에 만들어진 job 또는 템플릿이 필요하다고 느꼈다. github연동이라던지 각종 설정을 그대로 복사한 상태에서 새로만들어진 job만의 내용을 살짝 수정하길 원했

magnuxx.tistory.com

 

 

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[링크] https://recordsoflife.tistory.com/1002

 

Jenkins 작업을 복제하는 방법

1. 개요 이 사용방법(예제)에서는 Jenkins 작업을 복제하는 방법을 배웁니다. 작업 복제는 해당 구성을 부분적으로 또는 전체적으로 재사용하려는 경우에 유용합니다. 소스 트리가 다른 다양한 예

recordsoflife.tistory.com

 

 

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