# Copyright 2019-2020 Katy Coe - http://www.djkaty.com - https://github.com/djkaty # All rights reserved. # Compile the specified .cs files in TestSources to produce a .NET assembly DLL, the transpiled C++ source code and an IL2CPP binary for each # Requires Unity >= 2017.1.0f3 or later and Visual Studio 2017+ (or MSBuild with C# 7+ support or later) # Requires Windows Standalone IL2CPP support, Android IL2CPP support (optional) # Requires Android NDK for Android test builds (https://developer.android.com/ndk/downloads) # Tested with Unity 2017.1.0f3 - 2021.1.0a6 # WARNING: The following IL2CPP versions will NOT compile correctly with the VS 2019 C++ build tools installed (use the VS 2017 C++ build tools instead): # 5.5.5f1, 5.5.6f1, 5.6.2f1-5.6.7f1, 2017.1.0f3-2017.4.16f1, 2018.1.0f2-2018.2.18f1 # Expected error when using VS 2019 C++ build tools for the above versions: # Unhandled Exception: Unity.IL2CPP.Building.BuilderFailedException: Locale.cpp # ...\il2cpp\libil2cpp\os\Win32\Locale.cpp(40): error C2065: 'LC_ALL': undeclared identifier # ...\il2cpp\libil2cpp\os\Win32\Locale.cpp(40): error C3861: '_create_locale': identifier not found # ...\il2cpp\libil2cpp\os\Win32\Locale.cpp(47): error C3861: '_free_locale': identifier not found # Tip: To compile a chosen source file for every installed version of Unity, try: # gci $env:ProgramFiles\Unity\Hub\Editor | % { ./il2cpp.ps1 $_.Name } param ( [switch] $help, # Which source files in TestSources to generate aseemblies, C++ and IL2CPP binaries for (comma-separated, without .cs extension) [string[]] $assemblies = "*", # Which Unity version to use; uses the latest installed if not specified # Accepts wildcards and always sorts from highest to lowest version eg.: # 2018* will select the latest Unity 2018 install, 2019.1.* will select the latest 2019.1 install etc. # You can also specify a full path to a Unity install folder [string] $unityVersion = "*" ) echo "Universal IL2CPP Build Utility" echo "(c) 2019-2020 Katy Coe - www.djkaty.com - www.github.com/djkaty" echo "" if ($help) { echo "Usage: il2cpp.ps1 [TestSources-source-file-without-extension,...] [Unity-version-with-wildcard|Unity-path-with-wildcard]" Exit } $ErrorActionPreference = "SilentlyContinue" # Function to compare two Unity versions function Compare-UnityVersions { param ( [string] $left, [string] $right ) $rgx = '^(?[0-9]{1,4})\.(?[0-6])\.(?[0-9]{1,2}).*$' if ($left -notmatch $rgx) { Write-Error "Invalid Unity version number or the specified Unity version is not installed" Exit } $leftVersion = $Matches if ($right -notmatch $rgx) { Write-Error "Invalid Unity version number or the specified Unity version is not installed" Exit } $rightVersion = $Matches if ($leftVersion.major -ne $rightVersion.major) { return $leftVersion.major - $rightVersion.major } if ($leftVersion.minor -ne $rightVersion.minor) { return $leftVersion.minor - $rightVersion.minor } $leftVersion.build - $rightVersion.build } # If supplied Unity version is a path, use it, otherwise assume default path from version number alone if ($unityVersion -match "[\\/]") { $UnityFolder = $unityVersion } else { # The introduction of Unity Hub changed the base path of the Unity editor $UnityFolder = "$env:ProgramFiles\Unity\Hub\Editor\$unityVersion" } # Look for Unity Roslyn installs $CSC = (gci "$UnityFolder\Editor\Data\Tools\Roslyn\csc.exe" | sort FullName)[-1].FullName # Look for .NET Framework installs $CSC = (gci "${env:ProgramFiles(x86)}\MSBuild\*\Bin\csc.exe" | sort FullName)[-1].FullName # Look for Visual Studio Roslyn installs (14.0 = Visual Studio 2017, 15.0 = Visual Studio 2019 etc.) # These are ordered from least to most preferred. If no files exist at the specified path, # a silent exception will be thrown and the variable will not be re-assigned. $CSC = (gci "${env:ProgramFiles(x86)}\Microsoft Visual Studio\*\*\MSBuild\*\Bin\Roslyn\csc.exe" | sort FullName)[-1].FullName # Path to latest installed version of Unity $UnityEditorPath = (gi "$UnityFolder\Editor" | sort FullName)[-1].FullName $UnityPath = "$UnityEditorPath\Data" # Path to il2cpp.exe # For Unity <= 2019.2.21f1, il2cpp\build\il2cpp.exe # For Unity >= 2019.3.0f6, il2cpp\build\deploy\net471\il2cpp.exe # For Unity >= 2020.2.0b2-ish, il2cpp\build\deploy\netcoreapp3.1\il2cpp.exe $il2cpp = (gci "$UnityPath\il2cpp\build" -Recurse -Filter il2cpp.exe)[0].FullName # Path to bytecode stripper $stripper = (gci "$UnityPath\il2cpp\build" -Recurse -Filter UnityLinker.exe)[0].FullName # Determine the actual Unity version $actualUnityVersion = [System.Diagnostics.FileVersionInfo]::GetVersionInfo("$UnityEditorPath\Unity.exe").FileVersion # Enable Write-Error before calling Compare-UnityVersions $ErrorActionPreference = "Continue" # Path to mscorlib.dll # For Unity <= 2018.1.9f2, Mono\lib\mono\2.0\... (but also has the MonoBleedingEdge path which is incompatible) # For Unity >= 2018.2.0f2, MonoBleedingEdge\lib\mono\unityaot\... (but some also have the mono path which is incompatible) $mscorlib = "$UnityPath\Mono\lib\mono\2.0\mscorlib.dll" if ((Compare-UnityVersions $actualUnityVersion 2018.2.0) -ge 0) { $mscorlib = "$UnityPath\MonoBleedingEdge\lib\mono\unityaot\mscorlib.dll" } # For Unity >= 2020.1.0f1, we need baselib if ($actualUnityVersion -and (Compare-UnityVersions $actualUnityVersion 2020.1.0) -ge 0) { $baselibX64 = $UnityPath + '\PlaybackEngines\windowsstandalonesupport\Variations\win64_nondevelopment_il2cpp' if (Test-Path -Path $baselibX64 -PathType container) { $baselibX64Arg = "--baselib-directory=$baselibX64" } $baselibX86 = $UnityPath + '\PlaybackEngines\windowsstandalonesupport\Variations\win32_nondevelopment_il2cpp' if (Test-Path -Path $baselibX86 -PathType container) { $baselibX86Arg = "--baselib-directory=$baselibX86" } $baselibARM64 = $UnityPath + '\PlaybackEngines\AndroidPlayer\Variations\il2cpp\Release\StaticLibs\arm64-v8a' if (Test-Path -Path $baselibARM64 -PathType container) { $baselibARM64Arg = "--baselib-directory=$baselibARM64" } $baselibARMv7 = $UnityPath + '\PlaybackEngines\AndroidPlayer\Variations\il2cpp\Release\StaticLibs\armeabi-v7a' if (Test-Path -Path $baselibARMv7 -PathType container) { $baselibARMv7Arg = "--baselib-directory=$baselibARMv7" } } # Path to the Android NDK # Different Unity versions require specific NDKs, see the section Change the NDK at: # The NDK can also be installed standalone without AndroidPlayer # https://docs.unity3d.com/2019.1/Documentation/Manual/android-sdksetup.html $AndroidPlayer = $UnityPath + '\PlaybackEngines\AndroidPlayer' $AndroidNDK = $AndroidPlayer + '\NDK' $AndroidBuildEnabled = $True # Check that everything is installed if (!$CSC) { Write-Error "Could not find C¤ compiler csc.exe - aborting" Exit } if (!(Test-Path -Path $AndroidNDK -PathType container)) { echo "Could not find Android NDK at '$AndroidNDK'" $AndroidBuildEnabled = $False } if (!$il2cpp) { Write-Error "Could not find Unity IL2CPP build support - aborting" Exit } if (!$stripper) { Write-Error "Could not find Unity IL2CPP bytecode stripper - aborting" Exit } if (!$mscorlib) { Write-Error "Could not find Unity mscorlib assembly - aborting" Exit } if (!(Test-Path -Path $AndroidPlayer -PathType container)) { echo "Could not find Unity Android build support at '$AndroidPlayer'" $AndroidBuildEnabled = $False } echo "Using C# compiler at '$CSC'" echo "Using Unity installation at '$UnityPath'" echo "Using IL2CPP toolchain at '$il2cpp'" echo "Using Unity mscorlib assembly at '$mscorlib'" if ($AndroidBuildEnabled) { echo "Using Android player at '$AndroidPlayer'" echo "Using Android NDK at '$AndroidNDK'" } else { echo "Android build is disabled due to missing components" } echo "Targeted Unity version: $actualUnityVersion" echo "" # Workspace paths $src = "$PSScriptRoot/TestSources" $asm = "$PSScriptRoot/TestAssemblies" $cpp = "$PSScriptRoot/TestCpp" $bin = "$PSScriptRoot/TestBinaries" # We try to make the arguments as close as possible to a real Unity build # "--lump-runtime-library" was added to reduce the number of C++ files generated by UnityEngine (Unity 2019) # "--disable-runtime-lumping" replaced the above (Unity 2019.3) $cppArg = '--convert-to-cpp', '-emit-null-checks', '--enable-array-bounds-check' $compileArg = '--compile-cpp', '--libil2cpp-static', '--configuration=Release', ` "--map-file-parser=$UnityPath\il2cpp\MapFileParser\MapFileParser.exe", '--forcerebuild' if ((Compare-UnityVersions $actualUnityVersion 2018.2.0f2) -ge 0) { $cppArg += '--dotnetprofile="unityaot"' $compileArg += '--dotnetprofile="unityaot"' } # Prepare output folders md $asm, $bin 2>&1 >$null # Compile all specified .cs files in TestSources echo "Compiling source code..." $cs = $assemblies | % {"$_.cs"} gci "$src/*" -Include $cs | % { echo "$($_.Name) -> $($_.BaseName).dll" & $csc "/t:library" "/nologo" "/unsafe" "/out:$asm/$($_.BaseName).dll" "$_" if ($LastExitCode -ne 0) { Write-Error "Compilation error - aborting" Exit } } # Strip each assembly of unnecessary code to reduce compile time $dll = $assemblies | % {"$_.dll"} if ((Compare-UnityVersions $actualUnityVersion 2018.2.0f2) -ge 0) { $stripperAdditionalArguments = "--dotnetruntime=il2cpp", "--dotnetprofile=unityaot", "--use-editor-options" } gci "$asm/*" -Include $dll | % { $name = $_.Name echo "Running bytecode stripper on $name..." & $stripper "--out=$asm/$($_.BaseName)-stripped" "--i18n=none" "--core-action=link" ` "--include-assembly=$_,$mscorlib" $stripperAdditionalArguments } # Transpile all of the DLLs to C++ # We split this up from the binary compilation phase to avoid unnecessary DLL -> C++ transpiles for the same application gci "$asm/*" -Include $dll | % { $name = $_.BaseName echo "Converting assembly $($_.Name) to C++..." rm -Force -Recurse $cpp/$name 2>&1 >$null & $il2cpp $cppArg "--generatedcppdir=$cpp/$name" "--assembly=$asm/$($_.BaseName)-stripped/$($_.Name)" "--copy-level=None" >$null } # Run IL2CPP on all generated assemblies for both x86 and ARM # Earlier builds of Unity included mscorlib.dll automatically; in current versions we must specify its location function Do-IL2CPP-Build { param ( [string] $Platform, [string] $Architecture, [string] $Name, [string[]] $AdditionalArgs ) # Determine target name $prefix = if ($Architecture -eq 'x86' -or $Architecture -eq 'x64') {'GameAssembly-'} $ext = if ($Architecture -eq 'x86' -or $Architecture -eq 'x64') {"dll"} else {"so"} $TargetBaseName = "$prefix$Name-$Architecture" echo "Running il2cpp compiler for $TargetBaseName ($Platform/$Architecture)..." # Compile md $bin/$TargetBaseName 2>&1 >$null md $bin/$TargetBaseName/cache 2>&1 >$null & $il2cpp $compileArg $AdditionalArgs "--platform=$Platform" "--architecture=$Architecture" ` "--outputpath=$bin/$TargetBaseName/$TargetBaseName.$ext" ` "--generatedcppdir=$cpp/$Name" ` "--cachedirectory=$bin/$TargetBaseName/cache" >$null if ($LastExitCode -ne 0) { Write-Error "IL2CPP error - aborting" Exit } mv -Force $bin/$TargetBaseName/Data/metadata/global-metadata.dat $bin/$TargetBaseName rm -Force -Recurse $bin/$TargetBaseName/Data rm -Force -Recurse $bin/$TargetBaseName/cache } # Generate build for each target platform and architecture gci "$asm/*" -Include $dll | % { # x86 Do-IL2CPP-Build WindowsDesktop x86 $_.BaseName $baselibX86Arg # x64 Do-IL2CPP-Build WindowsDesktop x64 $_.BaseName $baselibX64Arg # ARMv7 if ($AndroidBuildEnabled) { Do-IL2CPP-Build Android ARMv7 $_.BaseName $baselibARMv7Arg, ` "--additional-include-directories=$AndroidPlayer/Tools/bdwgc/include", ` "--additional-include-directories=$AndroidPlayer/Tools/libil2cpp/include", ` "--tool-chain-path=$AndroidNDK" } # ARMv8 / A64 if ($AndroidBuildEnabled) { Do-IL2CPP-Build Android ARM64 $_.BaseName $baselibARM64Arg, ` "--additional-include-directories=$AndroidPlayer/Tools/bdwgc/include", ` "--additional-include-directories=$AndroidPlayer/Tools/libil2cpp/include", ` "--tool-chain-path=$AndroidNDK" } } # Generate test stubs & "$PSScriptRoot/generate-tests.ps1"