#if UNITY_IOS using System; using System.Collections.Generic; using System.IO; using UnityEditor.Build; using UnityEditor.Build.Reporting; using UnityEditor.iOS.Xcode; using UnityEngine; using UnityEngine.XR.ARSubsystems; namespace UnityEditor.XR.ARKit { /// /// Looks at all XRReferenceImageLibraries in the project and generates /// an AR Resource Group for each library, then inserts them into a new /// Xcode asset catalog called "ARReferenceImages". /// static class ARKitReferenceImageLibraryBuildProcessor { static IEnumerable ResourceGroups() { // Create a resource group for each reference image library foreach (var library in ARKitBuildProcessor.AssetsOfType()) { var resourceGroup = new ARResourceGroup(library.name + "_" + library.guid.ToUUIDString()); // Create a resource group for each library foreach (var referenceImage in library) { try { resourceGroup.AddResource(new ARReferenceImage(referenceImage)); } catch (ARReferenceImage.InvalidWidthException) { throw new BuildFailedException(string.Format("ARKit requires dimensions for all images. Reference image at index {0} named '{1}' in library '{2}' requires a non-zero width.", library.indexOf(referenceImage), referenceImage.name, AssetDatabase.GetAssetPath(library))); } catch (ARReferenceImage.MissingTextureException) { throw new BuildFailedException(string.Format("Reference image at index {0} named '{1}' in library '{2}' is missing a texture.", library.indexOf(referenceImage), referenceImage.name, AssetDatabase.GetAssetPath(library))); } catch (ARReferenceImage.BadTexturePathException) { throw new BuildFailedException(string.Format("Could not resolve texture path for reference image at index {0} named '{1}' in library '{2}'.", library.indexOf(referenceImage), referenceImage.name, AssetDatabase.GetAssetPath(library))); } catch (ARReferenceImage.LoadTextureException e) { throw new BuildFailedException(string.Format("Could not load texture at path {0} for reference image at index {1} named '{2}' in library '{3}'.", e.path, library.indexOf(referenceImage), referenceImage.name, AssetDatabase.GetAssetPath(library))); } catch (ARReferenceImage.TextureNotExportableException) { throw new BuildFailedException(string.Format( "Reference image at index {0} named '{1}' in library '{2}' could not be exported. " + "ARKit can directly use a texture's source asset if it is a JPG or PNG. " + "For all other formats, the texture must be exported to PNG, which requires the texture to be readable and uncompressed. " + "Change the Texture Import Settings or use a JPG or PNG.", library.indexOf(referenceImage), referenceImage.name, AssetDatabase.GetAssetPath(library))); } catch { Debug.LogErrorFormat("Failed to generate reference image at index {0} named '{1}' in library '{2}'.", library.indexOf(referenceImage), referenceImage.name, AssetDatabase.GetAssetPath(library)); throw; } } yield return resourceGroup; } } // Fail the build if any of the reference images are invalid class Preprocessor : IPreprocessBuildWithReport { public int callbackOrder { get { return 0; } } public void OnPreprocessBuild(BuildReport report) { if (report.summary.platform != BuildTarget.iOS) return; foreach (var resourceGroup in ResourceGroups()) { // Generating a resource group will throw exceptions // if any of the reference images are invalid. } } } class Postprocessor : IPostprocessBuildWithReport { public int callbackOrder { get { return 0; } } public void OnPostprocessBuild(BuildReport report) { if (report.summary.platform != BuildTarget.iOS) return; var buildOutputPath = report.summary.outputPath; // Read in the PBXProject var project = new PBXProject(); var pbxProjectPath = PBXProject.GetPBXProjectPath(buildOutputPath); project.ReadFromString(File.ReadAllText(pbxProjectPath)); // Create a new asset catalog var assetCatalog = new XcodeAssetCatalog("ARReferenceImages"); // Generate resource groups and add each one to the asset catalog foreach (var resourceGroup in ResourceGroups()) { assetCatalog.AddResourceGroup(resourceGroup); } // Create the asset catalog on disk assetCatalog.WriteAndAddToPBXProject(project, buildOutputPath); // Write out the updated Xcode project file File.WriteAllText(pbxProjectPath, project.WriteToString()); } } } } #endif