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 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.
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 i
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一个名为 Pirate Panic for Unity 引擎的示例 游戏,使用 Nakama 服务器构建_c#_代码_下载 (1188个子文件)
androidx.appcompat.appcompat-1.1.0.aar 1.02MB
androidx.core.core-1.1.0.aar 665KB
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androidx.vectordrawable.vectordrawable-1.1.0.aar 32KB
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androidx.documentfile.documentfile-1.0.0.aar 11KB
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androidx.savedstate.savedstate-1.0.0.aar 10KB
androidx.lifecycle.lifecycle-livedata-2.0.0.aar 9KB
androidx.lifecycle.lifecycle-runtime-2.1.0.aar 9KB
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androidx.lifecycle.lifecycle-livedata-core-2.0.0.aar 8KB
androidx.asynclayoutinflater.asynclayoutinflater-1.0.0.aar 8KB
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IslandIdle.anim 28KB
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Boats_Spawn3.anim 22KB
SimpleShip_Spawn.anim 21KB
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Boats_Idle.anim 21KB
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Structure_Death.anim 15KB
SimpleShip_Death.anim 15KB
Structure_Idle.anim 10KB
BlackShootingRedDamage.anim 7KB
RedShootingBlackDamage.anim 7KB
FireballExplosion.anim 6KB
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Attack.anim 4KB
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OpenFriendPanel.anim 3KB
DOTween.Modules.asmdef 31B
ProjectSettings.asset 21KB
QualitySettings.asset 6KB
InputManager.asset 6KB
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Physics2DSettings.asset 2KB
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PackageManagerSettings.asset 1003B
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Card1 AOEShip.asset 961B
Card2 Boats.asset 960B
Card0 BigShip.asset 955B
Card3 Fireball.asset 932B
UnityConnectSettings.asset 901B
Structure0 Fort.asset 875B
Structure1 MainFort.asset 872B
AvatarSprites.asset 774B
AllCards.asset 698B
GameConfiguration.asset 676B
StartingStructures.asset 564B
AudioManager.asset 416B
TagManager.asset 406B
GameConnection.asset 403B
EditorBuildSettings.asset 387B
VFXManager.asset 308B
TimeManager.asset 195B
VersionControlSettings.asset 188B
XRSettings.asset 158B
PresetManager.asset 146B
ClusterInputManager.asset 114B
MainMenuShipFightAnimator.controller 7KB
SearchAndAddFriendPanel.controller 6KB
FriendPanel.controller 6KB
SimpleShip.controller 5KB
DamageSprite.controller 4KB
CannonAttackSprite.controller 4KB
FireballAnimator.controller 4KB
Structure.controller 3KB
ShipMenuIdle.controller 3KB
Island.controller 2KB
.cookie 16B
DOTweenModuleUI.cs 38KB
ClansMenuUI.cs 16KB
Scene02BattleController.cs 15KB
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