Publish in command line

Publish project in command line can help us build auto publish step, we can modify command line parameters to reach different goals.

Command Reference

  • Mac - /Applications/CocosCreator.app/Contents/MacOS/CocosCreator --path projectPath --build "platform=android;debug=true"
  • Windows - CocosCreator/CocosCreator.exe --path projectPath --build "platform=android;debug=true"

If you want to auto start compile after build, use autoCompile parameter.

  • --build "autoCompile=true"

You can also compile project by using --compile command, the parameters is the same with --build.

  • --compile "platform=android;debug=true"

Publish Parameters

  • path: Project Path
  • build: Pulibsh project Parameters. Will use Build Panel parameters as the default publish parameters. If has specify other parameters, then will use the specified parameters to overlay the default parameters.
  • compile: Compile project Parameters. Will use Build Panel parameters as the default publish parameters. If has specify other parameters, then will use the specified parameters to overlay the default parameters.

--build and --compile optional parameters:

  • excludedModules: The modules need remove from engine. Engine modules can find from here
  • title - Project title
  • platform - Publish platform [web-mobile, web-desktop, android, win32, ios, mac, runtime]
  • buildPath - Publish path
  • startScene - Start scene uuid
  • debug - Whether or not debug mode
  • previewWidth - Web desktop window width
  • previewHeight - Web desktop window height
  • sourceMaps - Whether or not need add source maps
  • webOrientation - Orientation option on web mobile [landscape, portrait, auto]
  • renderMode - Render mode

    • 0 - Automatically chosen by engine.
    • 1 - Forced to use canvas renderer.
    • 2 - Forced to use WebGL renderer, but this will be ignored on mobile browsers.
  • inlineSpriteFrames - Whether or not inline all SpriteFrames

  • mergeStartScene - Whether or not merge all JSON that the Start Scene depends on
  • optimizeHotUpdate - Whether or not merge all the SpriteFrames in the same atlas

  • packageName - Package Name

  • vsVersion - Visual studio version,only used on windows. [auto, 2013, 2015, 2017]
  • useDebugKeystore - Whether or not use debug keystore
  • keystorePath - Keystore path
  • keystorePassword - Keystore password
  • keystoreAlias - Keystore alias
  • keystoreAliasPassword - Keystore alias password
  • orientation - Orientation on native mobile [portrait, upsideDown, landscapeLeft, landscapeRight]
    examples:
    • orientation={'landscapeLeft': true}
    • orientation={'landscapeLeft': true, 'portrait': true}
  • template - Template on native platform [default, link, binary]

  • apiLevel - Android api level

  • appABIs - Which cpu types android need to support. You can choose more than one type from [armeabi, armeabi-v7a, arm64-v8a, x86]
    Because it's an array type, the option can define like this.

    • appABIs=['armeabi', 'armeabi-v7a']
  • androidStudio - Whether or not use android studio to compile android project

  • includeAnySDK - Whether or not add AnySDK on web platform

  • oauthLoginServer - AnySDK oauth login server
  • appKey - AnySDK App Key
  • appSecret - AnySDK App Secret
  • privateKey - AnySDK Private Key

  • includeEruda - Whether or not inject Eruda debug plugin on web platform

  • autoCompile - Whether or not auto compile project after publish project. Default is false.

  • configPath - Config file path. If define configPath, then creator will load this file as a json file, and combine with the build parameters.

Publish on Jenkins

CocosCreator also need GUI environment when running in command line.
If your Jenkins can not run CocosCreator in command line, a solution is running Jenkins on the agent mode, so it can visit the WindowServer.

Details : https://stackoverflow.com/questions/13966595/build-unity-project-with-jenkins-failed

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