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Raise minimum supported Unity version to Unity 2021.3 LTS
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robinnorth committed Aug 23, 2024
1 parent 3b5ef16 commit d393672
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Showing 5 changed files with 2 additions and 45 deletions.
11 changes: 1 addition & 10 deletions Editor/Build/Platform/BuildAndroid.cs
Original file line number Diff line number Diff line change
Expand Up @@ -83,12 +83,7 @@ public override void Init()
.Select(i => i.Replace(_androidApiLevelEnumPrefix, ""))
.ToArray();

string[] createSymbolsOptions =
#if UNITY_2021_1_OR_NEWER
EnumNamesToArray<AndroidCreateSymbols>().ToArray();
#else
new string[] { "Disabled", "Enabled" };
#endif
string[] createSymbolsOptions = EnumNamesToArray<AndroidCreateSymbols>().ToArray();

variants = new BuildVariant[] {
new BuildVariant(_deviceTypeVariantId, EnumNamesToArray<AndroidArchitecture>()
Expand Down Expand Up @@ -187,11 +182,7 @@ private void SetBuildOutputType(string key)

private void SetCreateSymbols(string key)
{
#if UNITY_2021_1_OR_NEWER
EditorUserBuildSettings.androidCreateSymbols = EnumValueFromKey<AndroidCreateSymbols>(key);
#else
EditorUserBuildSettings.androidCreateSymbolsZip = key != "Disabled";
#endif
}

private void SetDeviceType(string key)
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8 changes: 0 additions & 8 deletions Editor/Build/Platform/BuildIOS.cs
Original file line number Diff line number Diff line change
Expand Up @@ -49,11 +49,7 @@ public override void Init()
variants = new BuildVariant[] {
new BuildVariant(_deviceTypeVariantId, EnumNamesToArray<iOSTargetDevice>(), 0),
new BuildVariant(_sdkVersionVariantId, EnumNamesToArray<iOSSdkVersion>(true), 0),
#if UNITY_2021_2_OR_NEWER
new BuildVariant(_buildConfigTypeVariantId, EnumNamesToArray<XcodeBuildConfig>(), 0),
#else
new BuildVariant(_buildConfigTypeVariantId, EnumNamesToArray<iOSBuildType>(), 0),
#endif
};
}
}
Expand Down Expand Up @@ -81,11 +77,7 @@ public override void ApplyVariant()

private void SetBuildConfigType(string key)
{
#if UNITY_2021_2_OR_NEWER
EditorUserBuildSettings.iOSXcodeBuildConfig = EnumValueFromKey<XcodeBuildConfig>(key);
#else
EditorUserBuildSettings.iOSBuildConfigType = EnumValueFromKey<iOSBuildType>(key);
#endif
}

private void SetDeviceType(string key)
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18 changes: 0 additions & 18 deletions Editor/Build/Platform/BuildUWP.cs
Original file line number Diff line number Diff line change
Expand Up @@ -15,9 +15,6 @@ public class BuildUWP : BuildPlatform

private const string _architectureVariantId = "Architecture";
private const string _buildTypeVariantId = "Build Type";
#if !UNITY_2021_2_OR_NEWER
private const string _targetDeviceVariantId = "Target Device";
#endif
#endregion

public BuildUWP()
Expand Down Expand Up @@ -49,9 +46,6 @@ public override void Init()
if (variants == null || variants.Length == 0)
{
variants = new BuildVariant[] {
#if !UNITY_2021_2_OR_NEWER
new BuildVariant(_targetDeviceVariantId, EnumNamesToArray<WSASubtarget>(true).ToArray(), 0),
#endif
new BuildVariant(_architectureVariantId, new string[] { "x86", "x64", "ARM", "ARM64" }, 0),
new BuildVariant(_buildTypeVariantId, EnumNamesToArray<WSAUWPBuildType>(true).ToArray(), 0)
};
Expand All @@ -72,11 +66,6 @@ public override void ApplyVariant()
case _buildTypeVariantId:
SetBuildType(key);
break;
#if !UNITY_2021_2_OR_NEWER
case _targetDeviceVariantId:
SetTargetDevice(key);
break;
#endif
}
}
}
Expand All @@ -90,12 +79,5 @@ private void SetBuildType(string key)
{
EditorUserBuildSettings.wsaUWPBuildType = EnumValueFromKey<WSAUWPBuildType>(key);
}

#if !UNITY_2021_2_OR_NEWER
private void SetTargetDevice(string key)
{
EditorUserBuildSettings.wsaSubtarget = EnumValueFromKey<WSASubtarget>(key);
}
#endif
}
}
8 changes: 0 additions & 8 deletions Editor/Generic/AssetDatabaseUtility.cs
Original file line number Diff line number Diff line change
Expand Up @@ -7,14 +7,6 @@ public static class AssetDatabaseUtility
{
public static void ImportAsset(string path, ImportAssetOptions options = ImportAssetOptions.Default)
{
#if UNITY_2021_2_OR_NEWER
// Unity 2021.2+ fixes a bug in older Unity versions that required calling AssetDatabase.SaveAssets() before ImportAsset()
// See <https://issuetracker.unity3d.com/issues/duplicating-asset-replaces-it-with-one-of-its-sub-assets-if-the-asset-is-created-in-a-version-before-fix>
// TODO: Update this when fix is backported
#else
AssetDatabase.SaveAssets();
#endif

AssetDatabase.ImportAsset(path, options);
}

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2 changes: 1 addition & 1 deletion package.json
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@
"name": "com.github.superunitybuild.buildtool",
"displayName": "SuperUnityBuild",
"version": "7.0.0",
"unity": "2020.3",
"unity": "2021.3",
"description": "SuperUnityBuild is a Unity utility that automates the process of generating builds. It's easy and quick enough to use on small apps, but it's also powerful and extensible enough to be extremely useful on larger projects. The key to this flexibility lies in SuperUnityBuild's configurable degrees of granularity and its BuildActions framework which allows additional operations to be added into the build process.",
"changelogUrl": "https://github.com/superunitybuild/buildtool/releases",
"documentationUrl": "https://github.com/superunitybuild/buildtool/wiki",
Expand Down

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