Unity - Scripting API: iOS.Xcode.PBXProject.AddAssetTagForFile (original) (raw)
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Declaration
public void AddAssetTagForFile(string targetGuid, string fileGuid, string tag);
Parameters
Parameter | Description |
---|---|
targetGuid | The GUID of the target, such as the one returned by TargetGuidByName. |
fileGuid | The GUID of the file. |
tag | The name of the asset tag. |
Description
Adds an asset tag for the given file.
The asset tags identify resources that are downloaded via On Demand Resources functionality. A request for a specific tag initiates the download of all files, configured for that tag.
using UnityEngine; using UnityEditor; using System.IO; using UnityEditor.Callbacks; using UnityEditor.iOS.Xcode;
public class Sample_AddAssetTagForFile
{
[PostProcessBuild]
public static void OnPostprocessBuild(BuildTarget buildTarget, string pathToBuiltProject)
{
// Stop processing if build target is not [iOS](PlayerSettings.iOS.html)
if (buildTarget != [BuildTarget.iOS](BuildTarget.iOS.html))
return;
// Initialize [PBXProject](iOS.Xcode.PBXProject.html)
string projectPath = [PBXProject.GetPBXProjectPath](iOS.Xcode.PBXProject.GetPBXProjectPath.html)(pathToBuiltProject);
[PBXProject](iOS.Xcode.PBXProject.html) pbxProject = new [PBXProject](iOS.Xcode.PBXProject.html)();
pbxProject.ReadFromFile(projectPath);
// Get the main target GUID
string mainTargetGuid = pbxProject.GetUnityMainTargetGuid();
// Add the file you want to specify the Tag for to the Xcode project
string filePath = Path.Combine([Application.dataPath](Application-dataPath.html), "[Resources](Resources.html)/InputFile.txt");
string fileGuid = pbxProject.AddFile(filePath, "[Resources](Resources.html)/InputFile.txt");
pbxProject.AddFileToBuild(mainTargetGuid, fileGuid);
// Add the [Asset](VersionControl.Asset.html) Tag for that file
pbxProject.AddAssetTagForFile(mainTargetGuid, fileGuid, "exampleTag");
// Apply changes to the pbxproj file
pbxProject.WriteToFile(projectPath);
}
}