External Dependency Manager for Unity
========
# Overview
The External Dependency Manager for Unity (EDM4U)
(formerly Play Services Resolver / Jar Resolver) is intended to be used by any
Unity plugin that requires:
* Android specific libraries (e.g
[AARs](https://developer.android.com/studio/projects/android-library.html)).
* iOS [CocoaPods](https://cocoapods.org/).
* Version management of transitive dependencies.
* Management of Package Manager (PM) Registries.
Updated releases are available on
[GitHub](https://github.com/googlesamples/unity-jar-resolver)
# Background
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 your 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.
EDM provides solutions for each of these problems.
## Android Dependency Management
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.
## iOS Dependency Management
The *iOS Resolver* component of this plugin integrates with
[CocoaPods](https://cocoapods.org/) 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.
## Package Manager Registry Setup
The [Package Manager](https://docs.unity3d.com/Manual/Packages.html)
(PM) makes use of [NPM](https://www.npmjs.com/) registry servers for package
hosting and provides ways to discover, install, upgrade and uninstall packages.
This makes it easier for developers to manage plugins within their projects.
However, installing additional package registries requires a few manual steps
that can potentially be error prone. The *Package Manager Resolver*
component of this plugin integrates with
[PM](https://docs.unity3d.com/Manual/Packages.html) to provide a way to
auto-install PM package registries when a `.unitypackage` is installed which
allows plugin maintainers to ship a `.unitypackage` that can provide access
to their own PM registry server to make it easier for developers to
manage their plugins.
## Unity Plugin Version Management
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 `SomePlugin` includes `EDM4U` plugin at
version 1.1.
* Unity plugin `SomeOtherPlugin` includes `EDM4U`
plugin at version 1.2.
The version of `EDM4U` included in the developer's project depends upon the
order the developer imports `SomePlugin` or `SomeOtherPlugin`.
This results in:
* `EDM4U` at version 1.2, if `SomePlugin` is imported then `SomeOtherPlugin`
is imported.
* `EDM4U` at version 1.1, if `SomeOtherPlugin` is imported then
`SomePlugin` is 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 `EDM4U` 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 EDM4U
into your own plugin, see the [Plugin Redistribution](#plugin-redistribution)
section of this document.
# Analytics
The External Dependency Manager for Unity plugin by default logs usage to Google
Analytics. The purpose of the logging is to quantitatively measure the usage of
functionality, to gather reports on integration failures and to inform future
improvements to the developer experience of the External Dependency Manager
plugin. Note that the analytics collected are limited to the scope of the EDM4U
plugin’s usage.
For details of what is logged, please refer to the usage of
`EditorMeasurement.Report()` in the source code.
# Requirements
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.
The *Package Manager Resolver* component only works with
Unity 2018.4 or above, when
[scoped registry](https://docs.unity3d.com/Manual/upm-scoped.html)
support was added to the Package Manager.
# Getting Started
Before you import EDM4U into your plugin project, you first
need to consider whether you intend to *redistribute* `EDM4U`
along with your own plugin.
## Plugin Redistribution
If you're a plugin maintainer, redistributing `EDM4U` 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 `EDM4U` inside your plugin,
you **must** follow these steps when importing the
`external-dependency-manager-*.unitypackage`, and when exporting your own plugin
package:
1. Import the `external-dependency-manager-*.unitypackage` into your plugin
project by
[running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), ensuring that
you add the `-gvh_disable` option.
1. Export your plugin by [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), ensuring that
you:
- Include the contents of the `Assets/PlayServicesResolver` and
`Assets/ExternalDependencyManager` directory.
- Add the `-gvh_disable` option.
You **must** specify the `-gvh_disable` option in order for the Version
Handler to work correctly!
For example, the following command will
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Ninja Teleport Master 忍者传送大师Unity休闲跳跃闯关游戏项目源码C# (2011个子文件)
GoogleMobileAds.Editor.asmdef 415B
ProjectSettings.asset 25KB
LightingData.asset 18KB
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LightingData.asset 18KB
QualitySettings.asset 9KB
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UnityConnectSettings.asset 943B
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TagManager.asset 555B
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TimeManager.asset 202B
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PresetManager.asset 146B
ClusterInputManager.asset 114B
Assembly-CSharp.csproj.AssemblyReference.cache 91KB
GoogleMobileAds.Editor.csproj.AssemblyReference.cache 11B
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Scripting Reference.chm 186KB
COMIntegration.cpp 14KB
UltimatePool.cs 28KB
PoolGroup.cs 20KB
ManifestProcessor.cs 7KB
PoolManager.cs 7KB
PListProcessor.cs 7KB
PoolGroupInspector.cs 7KB
PoolUtil.cs 5KB
GoogleMobileAdsSettingsEditor.cs 5KB
GenericPoolGroup.cs 4KB
Benchmark.cs 4KB
Ex5_DestroyPoolExample.cs 3KB
Ex4_CreateResourcesPoolExample.cs 3KB
Ex3_CreatePoolExample.cs 3KB
GoogleMobileAdsSettings.cs 3KB
Ex1_SpawnAtExample.cs 2KB
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ResourcesPoolGroup.cs 2KB
Ex0_SpawnExample.cs 2KB
PoolBehaviour.cs 2KB
EventMethod1.cs 2KB
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CreateUtility.cs 1KB
BuildPreProcessor.cs 949B
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EventMethod2.cs 556B
GoogleMobileAds.Editor.csproj 60KB
GoogleMobileAds.iOS.dll 53KB
GoogleMobileAds.Android.dll 43KB
GoogleMobileAds.dll 35KB
GoogleMobileAds.Unity.dll 31KB
GoogleMobileAds.Common.dll 15KB
GoogleMobileAds.Core.dll 15KB
GoogleMobileAds.Ump.Android.dll 13KB
GoogleMobileAds.Ump.iOS.dll 11KB
GoogleMobileAds.Ump.Unity.dll 9KB
GoogleMobileAds.Ump.dll 8KB
.DS_Store 16KB
.DS_Store 14KB
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.DS_Store 6KB
.DS_Store 6KB
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ReflectionProbe-0.exr 164KB
ReflectionProbe-0.exr 161KB
ReflectionProbe-0.exr 161KB
RevolvingGrenadeGun01.fbx 230KB
RevolvingGrenadeGun02.fbx 225KB
Skeleton.fbx 189KB
Ninja.fbx 184KB
Punk.fbx 184KB
Pirat.fbx 178KB
Rifle07.fbx 177KB
Rifle06.fbx 176KB
Rifle05.fbx 176KB
Grandfather.fbx 170KB
Santa.fbx 168KB
Zombie.fbx 168KB
Pistol10.fbx 167KB
Pistol14.fbx 166KB
Hero.fbx 156KB
GasBurner.fbx 153KB
Pistol11.fbx 150KB
Pistol15.fbx 150KB
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