This library is intended to be used by any Unity plugin that requires:
- Android specific libraries (e.g AARs).
- iOS CocoaPods.
- Version management of transitive dependencies.
Many Unity plugins have dependencies upon Android specific libraries, iOS CocoaPods, and sometimes have transitive dependencies upon other Unity plugins. This causes the following problems:
- Integrating platform specific (e.g Android and iOS) libraries within a Unity project can be complex and a burden on a Unity plugin maintainer.
- The process of resolving conflicting dependencies on platform specific libraries is pushed to the developer attempting to use a Unity plugin. The developer trying to use you plugin is very likely to give up when faced with Android or iOS specific build errors.
- The process of resolving conflicting Unity plugins (due to shared Unity plugin components) is pushed to the developer attempting to use your Unity plugin. In an effort to resolve conflicts, the developer will very likely attempt to resolve problems by deleting random files in your plugin, report bugs when that doesn't work and finally give up.
The Play Services Resolver plugin (the name comes from its origin of just handling Google Play Services dependencies on Android) provides solutions for each of these problems.
The Android Resolver component of this plugin will download and integrate Android library dependencies and handle any conflicts between plugins that share the same dependencies.
Without the Android Resolver, typically Unity plugins bundle their AAR and
JAR dependencies, e.g. a Unity plugin SomePlugin that requires the Google
Play Games Android library would redistribute the library and its transitive
dependencies in the folder SomePlugin/Android/. When a user imports
SomeOtherPlugin that includes the same libraries (potentially at different
versions) in SomeOtherPlugin/Android/, the developer using SomePlugin and
SomeOtherPlugin will see an error when building for Android that can be hard
to interpret.
Using the Android Resolver to manage Android library dependencies:
- Solves Android library conflicts between plugins.
- Handles all of the various processing steps required to use Android libraries (AARs, JARs) in Unity 4.x and above projects. Almost all versions of Unity have - at best - partial support for AARs.
- (Experimental) Supports minification of included Java components without exporting a project.
The iOS Resolver component of this plugin integrates with CocoaPods to download and integrate iOS libraries and frameworks into the Xcode project Unity generates when building for iOS. Using CocoaPods allows multiple plugins to utilize shared components without forcing developers to fix either duplicate or incompatible versions of libraries included through multiple Unity plugins in their project.
Finally, the Version Handler component of this plugin simplifies the process of managing transitive dependencies of Unity plugins and each plugin's upgrade process.
For example, without the Version Handler plugin, if:
- Unity plugin
SomePluginincludes thePlay Services Resolverplugin at version 1.1. - Unity plugin
SomeOtherPluginincludes thePlay Services Resolverplugin at version 1.2.
The version of Play Services Resolver included in the developer's project
depends upon the order the developer imports SomePlugin or SomeOtherPlugin.
This results in:
Play Services Resolverat version 1.2, ifSomePluginis imported thenSomeOtherPluginis imported.Play Services Resolverat version 1.1, ifSomeOtherPluginis imported thenSomePluginis imported.
The Version Handler solves the problem of managing transitive dependencies by:
- Specifying a set of packaging requirements that enable a plugin at different versions to be imported into a Unity project.
- Providing activation logic that selects the latest version of a plugin within a project.
When using the Version Handler to manage Play Services Resolver included in
SomePlugin and SomeOtherPlugin, from the prior example, version 1.2 will
always be the version activated in a developer's Unity project.
Plugin creators are encouraged to adopt this library to ease integration for their customers. For more information about integrating Play Services Resolver into your own plugin, see the Plugin Redistribution section of this document.
The Android Resolver and iOS Resolver components of the plugin only work with Unity version 4.6.8 or higher.
The Version Handler component only works with Unity 5.x or higher as it
depends upon the PluginImporter UnityEditor API.
Before you import the Play Services Resolver into your plugin project, you first need to consider whether you intend to redistribute Play Services Resolver along with your own plugin.
Redistributing the Play Services Resolver inside your own plugin will ease
the integration process for your users, by resolving dependency conflicts
between your plugin and other plugins in a user's project.
If you wish to redistribute the Play Services Resolver inside your plugin,
you must follow these steps when importing the
play-services-resolver-*.unitypackage, and when exporting your own plugin
package:
- Import the
play-services-resolver-*.unitypackageinto your plugin project by running Unity from the command line, ensuring that you add the-gvh_disableoption. - Export your plugin by running Unity from the command line, ensuring that
you:
- Include the contents of the
Assets/PlayServicesResolverdirectory. - Add the
-gvh_disableoption.
- Include the contents of the
You must specify the -gvh_disable option in order for the Version
Handler to work correctly!
For example, the following command will import the
play-services-resolver-1.2.46.0.unitypackage into the project
MyPluginProject and export the entire Assets folder to
MyPlugin.unitypackage:
Unity -gvh_disable \
-batchmode \
-importPackage play-services-resolver-1.2.46.0.unitypackage \
-projectPath MyPluginProject \
-exportPackage Assets MyPlugin.unitypackage \
-quit
The Version Handler component relies upon deferring the load of editor DLLs
so that it can run first and determine the latest version of a plugin component
to activate. The build of the Play Services Resolver plugin has Unity asset
metadata that is configured so that the editor components are not
initially enabled when it's imported into a Unity project. To maintain this
configuration when importing the Play Services Resolver .unitypackage
into a Unity plugin project, you must specify the command line option
-gvh_disable which will prevent the Version Handler component from running and
changing the Unity asset metadata.
The Android Resolver copies specified dependencies from local or remote Maven repositories into the Unity project when a user selects Android as the build target in the Unity editor.
-
Add the
play-services-resolver-*.unitypackageto your plugin project (assuming you are developing a plugin). If you are redistributing the Play Services Resolver with your plugin, you must follow the import steps in the Getting Started section! -
Copy and rename the
SampleDependencies.xmlfile into your plugin and add the dependencies your plugin requires.The XML file just needs to be under an
Editordirectory and match the name*Dependencies.xml. For example,MyPlugin/Editor/MyPluginDependencies.xml. -
Follow the steps in the Getting Started section when you are exporting your plugin package.
For example, to add the Google Play Games library
(com.google.android.gms:play-services-games package) at version 9.8.0 to
the set of a plugin's Android dependencies:
<dependencies>
<androidPackages>
<androidPackage spec="com.google.android.gms:play-services-games:9.8.0">
<androidSdkPackageIds>
<androidSdkPackageId>extra-google-m2repository</androidSdkPackageId>
</androidSdkPackageIds>
</androidPackage>
</androidPackages>
</dependencies>
The version specification (last component) supports:
- Specific versions e.g
9.8.0 - Partial matches e.g
9.8.+would match 9.8.0, 9.8.1 etc. choosing the most recent version. - Latest version using
LATESTor+. We do not recommend using this unless you're 100% sure the library you depend upon will not break your Unity plugin in future.
The above example specifies the dependency as a component of the Android SDK
manager such that the Android SDK manager will be executed to install the
package if it's not found. If your Android dependency is located on Maven
central it's possible to specify the package simply using the androidPackage
element:
<dependencies>
<androidPackages>
<androidPackage spec="com.google.api-client:google-api-client-android:1.22.0" />
</androidPackages>
</dependencies>
By default the Android Resolver automatically monitors the dependencies you have
specified and the Plugins/Android folder of your Unity project. The
resolution process runs when the specified dependencies are not present in your
project.
The auto-resolution process can be disabled via the
Assets > Play Services Resolver > Android Resolver > Settings menu.
Manual resolution can be performed using the following menu options:
Assets > Play Services Resolver > Android Resolver > ResolveAssets > Play Services Resolver > Android Resolver > Force Resolve
Resolved packages are tracked via asset labels by the Android Resolver.
They can easily be deleted using the
Assets > Play Services Resolver > Android Resolver > Delete Resolved Libraries
menu item.
Some AAR files (for example play-services-measurement) contain variables that
are processed by the Android Gradle plugin. Unfortunately, Unity does not
perform the same processing when using Unity's Internal Build System, so the
Android Resolver plugin handles known cases of this variable substitution
by exploding the AAR into a folder and replacing ${applicationId} with the
bundleID.
Disabling AAR explosion and therefore Android manifest processing can be done
via the Assets > Play Services Resolver > Android Resolver > Settings menu.
You may want to disable explosion of AARs if you're exporting a project to be
built with Gradle / Android Studio.
Some AAR files contain native libraries (.so files) for each ABI supported by Android. Unfortunately, when targeting a single ABI (e.g x86), Unity does not strip native libraries for unused ABIs. To strip unused ABIs, the Android Resolver plugin explodes an AAR into a folder and removes unused ABIs to reduce the built APK size. Furthermore, if native libraries are not stripped from an APK (e.g you have a mix of Unity's x86 library and some armeabi-v7a libraries) Android may attempt to load the wrong library for the current runtime ABI completely breaking your plugin when targeting some architectures.
AAR explosion and therefore ABI stripping can be disabled via the
Assets > Play Services Resolver > Android Resolver > Settings menu. You may
want to disable explosion of AARs if you're exporting a project to be built
with Gradle / Android Studio.
By default the Android Resolver will use Gradle to download dependencies prior to integrating them into a Unity project. This works with Unity's internal build system and Gradle / Android Studio project export.
It's possible to change the resolution strategy via the
Assets > Play Services Resolver > Android Resolver > Settings menu.
The Android Resolver creates the
ProjectSettings/AndroidResolverDependencies.xml to quickly determine the set
of resolved dependencies in a project. This is used by the auto-resolution
process to only run the expensive resolution process when necessary.
It's possible to display the set of dependencies the Android Resolver
would download and process in your project via the
Assets > Play Services Resolver > Android Resolver > Display Libraries menu
item.
The iOS resolver component of this plugin manages
CocoaPods. A CocoaPods Podfile is generated and
the pod tool is executed as a post build process step to add dependencies
to the Xcode project exported by Unity.
Dependencies for iOS are added by referring to CocoaPods.
-
Add the
play-services-resolver-*.unitypackageto your plugin project (assuming you are developing a plugin). If you are redistributing the Play Services Resolver with your plugin, you must follow the import steps in the Getting Started section! -
Copy and rename the SampleDependencies.xml file into your plugin and add the dependencies your plugin requires.
The XML file just needs to be under an
Editordirectory and match the name*Dependencies.xml. For example,MyPlugin/Editor/MyPluginDependencies.xml. -
Follow the steps in the Getting Started section when you are exporting your plugin package.
For example, to add the AdMob pod, version 7.0 or greater with bitcode enabled:
<dependencies>
<iosPods>
<iosPod name="Google-Mobile-Ads-SDK" version="~> 7.0" bitcodeEnabled="true"
minTargetSdk="6.0" />
</iosPods>
</dependencies>
The CocoaPods are either:
- Downloaded and injected into the Xcode project file directly, rather than
creating a separate xcworkspace. We call this
Xcode projectintegration. - If the Unity version supports opening a xcworkspace file, the
podtool is used as intended to generate a xcworkspace which references the CocoaPods. We call thisXcode workspaceintegration.
The resolution strategy can be changed via the
Assets > Play Services Resolver > iOS Resolver > Settings menu.
The Version Handler component of this plugin manages:
- Shared Unity plugin dependencies.
- Upgrading Unity plugins by cleaning up old files from previous versions.
Unity plugins can be managed by the Version Handler using the following steps:
- Add the
gvhasset label to each asset (file) you want Version Handler to manage. - Add the
gvh_version-VERSIONlabel to each asset whereVERSIONis the version of the plugin you're releasing (e.g 1.2.3). - Optional: Add
gvh_targets-editorlabel to each editor DLL in your plugin and disableeditoras a target platform for the DLL. The Version Handler will enable the most recent version of this DLL when the plugin is imported. - Optional: If your plugin is included in other Unity plugins, you should add the version number to each filename and change the GUID of each asset. This allows multiple versions of your plugin to be imported into a Unity project, with the Version Handler component activating only the most recent version.
- Create a manifest text file named
MY_UNIQUE_PLUGIN_NAME_VERSION.txtthat lists all the files in your plugin relative to the project root. Then add thegvh_manifestlabel to the asset to indicate this file is a plugin manifest. - Redistribute the
Play Services ResolverUnity plugin with your plugin. See the Plugin Redistribution for the details.
If you follow these steps:
- When users import a newer version of your plugin, files referenced by the older version's manifest are cleaned up.
- The latest version of the plugin will be selected when users import multiple packages that include your plugin, assuming the steps in Plugin Redistribution are followed.
To build this plugin from source you need the following tools installed:
- Unity (with iOS and Android modules installed)
You can build the plugin by running the following from your shell (Linux / OSX):
./gradlew build
or Windows:
./gradlew.bat build
Each time a new build of this plugin is checked into the source tree you need to do the following:
- Bump the plugin version variable
pluginVersioninbuild.gradle - Update
CHANGELOG.mdwith the new version number and changes included in the release. - Build the release using
./gradle releasewhich performs the following:- Updates
play-services-resolver-*.unitypackage - Copies the unpacked plugin to the
explodeddirectory. - Updates template metadata files in the
plugindirectory. The GUIDs of all asset metadata is modified due to the version number change. Each file within the plugin is versioned to allow multiple versions of the plugin to be imported into a Unity project which allows the most recent version to be activated by the Version Handler component.
- Updates
- Create the release commit and tag the release using
./gradle gitTagReleasewhich performs the following:git add -Ato pick up all modified, new and deleted files in the tree.git commit --amend -ato create a release commit with the release notes in the change log.git tag -a RELEASE -m "version RELEASE"to tag the release.