使用Everyplay插件构建Unity云

时间:2017-03-30 07:00:53

标签: unity3d unity3d-cloud-build

我已将我的项目导入Bitbucket,并尝试为其设置Unity云构建。一切似乎都没问题,云试图为 iOS 目标编译项目,但没有成功。

以下是日志的一部分:

37284: [Unity] Ignoring 'Assets/UnityCloud/Scripts/Editor/UnityEditor.CloudBuild.dll' because we're compiling for iOSSupport 37285: [Unity] Plugin 'libeveryplay.so' is used from several locations: 37286: [Unity] Assets/Plugins/Everyplay/AndroidDynamicLibraries/armeabi-v7a/libeveryplay.so would be copied to /libeveryplay.so 37287: [Unity] Assets/Plugins/Everyplay/AndroidDynamicLibraries/x86/libeveryplay.so would be copied to /libeveryplay.so 37288: [Unity] Please fix plugin settings and try again. 37289: [Unity] UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) 37290: [Unity] UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])

字符串37285和37288为红色,项目无法编译。文件 libeveryplay.so 仅在项目中标记为android,但据我所知,云试图将两者都包含在内,并且编译失败。

1 个答案:

答案 0 :(得分:1)

我遇到了同样的问题,结果是由于.meta文件未与我们的存储库中的版本正确同步。本地文件看起来很好,但是存储库中的文件(UCB下载的一个)没有正确的插件导入器设置,导致出现相同的错误。

  1. 确保导入设置仅针对两个文件设置为Android
  2. 推送到存储库(确保修改文件)
  3. 构建
  4. enter image description here enter image description here