| 
 
 Unity通过Gradle打包方式会自动生成对应的gradle相关文件,再进行打包,虽然编辑器可以设置一部分参数,但是因为Unity版本不同,参数支持可能不够。  
以Unity2018.4.17为例  
仅支持设置部分路径,如需设置gradle版本,并没有地方设置。  
   
   
?对于这种情况,其实Unity可以通过IPostGenerateGradleAndroidProject进行设置,不需要升级Unity版本。  
比如我们可以这样修改打包后的gradle.properties文件,打包完后修改部分参数,再让Unity自动进行打包apk  
public class AndroidPostBuildProcessor : IPostGenerateGradleAndroidProject
{
    public int callbackOrder
    {
        get
        {
            return 999;
        }
    }
    void IPostGenerateGradleAndroidProject.OnPostGenerateGradleAndroidProject(string path)
    {
        Debug.Log("Bulid path : " + path);
        string gradlePropertiesFile = path + "/gradle.properties";
        if (File.Exists(gradlePropertiesFile))
        {
            File.Delete(gradlePropertiesFile);
        }
        StreamWriter writer = File.CreateText(gradlePropertiesFile);
        writer.WriteLine("org.gradle.jvmargs=-Xmx4096M");
        writer.WriteLine("android.useAndroidX=true");
        writer.WriteLine("android.enableJetifier=true");
        writer.Flush();
        writer.Close();
    }
}  
甚至我们可以打包后修改AndroidManfiest文件  
using System.Xml;
using UnityEditor;
using UnityEditor.Android;
using UnityEditor.XR.Oculus;
#if UNITY_ANDROID
internal class OculusManifestBTFixer : IPostGenerateGradleAndroidProject {
    static readonly string k_AndroidURI = "http://schemas.android.com/apk/res/android";
    static readonly string k_AndroidManifestPath = "/src/main/AndroidManifest.xml";
    void CreateNameValueElementsInTag(XmlDocument doc, string parentPath, string tag,
        string firstName, string firstValue, string secondName = null, string secondValue = null, string thirdName = null, string thirdValue = null) {
        var xmlNodeList = doc.SelectNodes(parentPath + "/" + tag);
        // don't create if the firstValue matches
        foreach (XmlNode node in xmlNodeList) {
            foreach (XmlAttribute attrib in node.Attributes) {
                if (attrib.Value == firstValue) {
                    return;
                }
            }
        }
        XmlElement childElement = doc.CreateElement(tag);
        childElement.SetAttribute(firstName, k_AndroidURI, firstValue);
        if (secondValue != null) {
            childElement.SetAttribute(secondName, k_AndroidURI, secondValue);
        }
        if (thirdValue != null) {
            childElement.SetAttribute(thirdName, k_AndroidURI, thirdValue);
        }
        var xmlParentNode = doc.SelectSingleNode(parentPath);
        if (xmlParentNode != null) {
            xmlParentNode.AppendChild(childElement);
        }
    }
    public void OnPostGenerateGradleAndroidProject(string path) {
        if (!OculusBuildTools.OculusLoaderPresentInSettingsForBuildTarget(BuildTargetGroup.Android))
            return;
        var manifestPath = path + k_AndroidManifestPath;
        var manifestDoc = new XmlDocument();
        manifestDoc.Load(manifestPath);
        string nodePath = "/manifest";
        CreateNameValueElementsInTag(manifestDoc, nodePath, "uses-permission", "name", "android.permission.BLUETOOTH");
        manifestDoc.Save(manifestPath);
    }
    public int callbackOrder { get { return 20000; } }
}
#endif  
参考链接:  
android - Is there a way to change the gradle.properties file in Unity - Stack Overflow 
                
        
    
 
 |