Browse Source

Merge branch 'master' of http://8.140.18.30:3000/James/SniperShooting

灯芯 1 week ago
parent
commit
bee80c1037
100 changed files with 15328 additions and 194 deletions
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+ 22 - 0
snipershooting/ShootSniper/Assets/Editor/XUPorter/LICENSE

@@ -0,0 +1,22 @@
+Copyright (c) 2012 Wei Wang @onevcat
+
+Permission is hereby granted, free of charge, to any person
+obtaining a copy of this software and associated documentation
+files (the "Software"), to deal in the Software without
+restriction, including without limitation the rights to use,
+copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the
+Software is furnished to do so, subject to the following
+conditions:
+
+The above copyright notice and this permission notice shall be
+included in all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
+OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
+HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+OTHER DEALINGS IN THE SOFTWARE.

+ 4 - 0
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+{
+    "group": "Bugly",
+    "libs": [
+    			"libz.dylib", 
+    			"libc++.dylib"
+    		],
+    "frameworks": [
+	 				"SystemConfiguration.framework",
+    				"Security.framework",
+                    "JavaScriptCore.framework"
+    			  ],
+    "headerpaths": [],
+    "files":   [
+    				"Bugly/Bugly.framework",
+                	"Bugly/BuglyBridge/libBuglyBridge.a",
+                	"Bugly/BuglyBridge/BuglyBridge.h"
+                ],
+    "folders": [],    
+    "excludes": ["^.*.meta$", "^.*.mdown$", "^.*.pdf$"],
+    "compiler_flags": [],
+    "linker_flags": [
+    					"-ObjC"
+    				]
+
+}

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BIN
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+ 142 - 0
snipershooting/ShootSniper/Assets/Editor/XUPorter/Mods/Bugly/Bugly.framework/Headers/Bugly.h

@@ -0,0 +1,142 @@
+//
+//  Bugly.h
+//  Bugly
+//
+//  Version: 2.4(8)
+//
+//  Copyright (c) 2016年 Bugly. All rights reserved.
+//
+
+#import <Foundation/Foundation.h>
+
+#import "BuglyConfig.h"
+#import "BuglyLog.h"
+
+BLY_START_NONNULL
+
+@interface Bugly : NSObject
+
+/**
+ *  初始化Bugly,使用默认BuglyConfig
+ *
+ *  @param appId 注册Bugly分配的应用唯一标识
+ */
++ (void)startWithAppId:(NSString * BLY_NULLABLE)appId;
+
+/**
+ *  使用指定配置初始化Bugly
+ *
+ *  @param appId 注册Bugly分配的应用唯一标识
+ *  @param config 传入配置的 BuglyConfig
+ */
++ (void)startWithAppId:(NSString * BLY_NULLABLE)appId
+                config:(BuglyConfig * BLY_NULLABLE)config;
+
+/**
+ *  使用指定配置初始化Bugly
+ *
+ *  @param appId 注册Bugly分配的应用唯一标识
+ *  @param development 是否开发设备
+ *  @param config 传入配置的 BuglyConfig
+ */
++ (void)startWithAppId:(NSString * BLY_NULLABLE)appId
+     developmentDevice:(BOOL)development
+                config:(BuglyConfig * BLY_NULLABLE)config;
+
+/**
+ *  设置用户标识
+ *
+ *  @param userId 用户标识
+ */
++ (void)setUserIdentifier:(NSString *)userId;
+
+/**
+ *  更新版本信息
+ *
+ *  @param version 应用版本信息
+ */
++ (void)updateAppVersion:(NSString *)version;
+
+/**
+ *  设置关键数据,随崩溃信息上报
+ *
+ *  @param value KEY
+ *  @param key VALUE
+ */
++ (void)setUserValue:(NSString *)value
+              forKey:(NSString *)key;
+
+/**
+ *  获取关键数据
+ *
+ *  @return 关键数据
+ */
++ (NSDictionary * BLY_NULLABLE)allUserValues;
+
+/**
+ *  设置标签
+ *
+ *  @param tag 标签ID,可在网站生成
+ */
++ (void)setTag:(NSUInteger)tag;
+
+/**
+ *  获取当前设置标签
+ *
+ *  @return 当前标签ID
+ */
++ (NSUInteger)currentTag;
+
+/**
+ *  获取设备ID
+ *
+ *  @return 设备ID
+ */
++ (NSString *)buglyDeviceId;
+
+/**
+ *  上报自定义Objective-C异常
+ *
+ *  @param exception 异常信息
+ */
++ (void)reportException:(NSException *)exception;
+
+/**
+ *  上报错误
+ *
+ *  @param error 错误信息
+ */
++ (void)reportError:(NSError *)error;
+
+/**
+ *    @brief 上报自定义错误
+ *
+ *    @param category    类型(Cocoa=3,CSharp=4,JS=5,Lua=6)
+ *    @param aName       名称
+ *    @param aReason     错误原因
+ *    @param aStackArray 堆栈
+ *    @param info        附加数据
+ *    @param terminate   上报后是否退出应用进程
+ */
++ (void)reportExceptionWithCategory:(NSUInteger)category name:(NSString *)aName reason:(NSString *)aReason callStack:(NSArray *)aStackArray extraInfo:(NSDictionary *)info terminateApp:(BOOL)terminate;
+
+/**
+ *  SDK 版本信息
+ *
+ *  @return SDK版本号
+ */
++ (NSString *)sdkVersion;
+
+/**
+ *  App 是否发生了连续闪退
+ *  如果启动SDK 且 5秒内 闪退,且次数达到 3次 则判定为连续闪退
+ *
+ *  @return 是否连续闪退
+ */
++ (BOOL)isAppCrashedOnStartUpExceedTheLimit;
+
++ (void)setComponentIdentifier:(NSString *)componentId version:(NSString *)version;
+
+BLY_END_NONNULL
+
+@end

+ 8 - 0
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+guid: 841e5a51a12834159aeebd4cbad0d2ce
+timeCreated: 1497948394
+licenseType: Free
+DefaultImporter:
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 118 - 0
snipershooting/ShootSniper/Assets/Editor/XUPorter/Mods/Bugly/Bugly.framework/Headers/BuglyConfig.h

@@ -0,0 +1,118 @@
+//
+//  BuglyConfig.h
+//
+//
+//  Copyright (c) 2016年 Tencent. All rights reserved.
+//
+
+#pragma once
+
+#define BLY_UNAVAILABLE(x) __attribute__((unavailable(x)))
+
+#if __has_feature(nullability)
+#define BLY_NONNULL __nonnull
+#define BLY_NULLABLE __nullable
+#define BLY_START_NONNULL _Pragma("clang assume_nonnull begin")
+#define BLY_END_NONNULL _Pragma("clang assume_nonnull end")
+#else
+#define BLY_NONNULL
+#define BLY_NULLABLE
+#define BLY_START_NONNULL
+#define BLY_END_NONNULL
+#endif
+
+#import <Foundation/Foundation.h>
+#import "BuglyLog.h"
+
+BLY_START_NONNULL
+
+@protocol BuglyDelegate <NSObject>
+
+@optional
+/**
+ *  发生异常时回调
+ *
+ *  @param exception 异常信息
+ *
+ *  @return 返回需上报记录,随异常上报一起上报
+ */
+- (NSString * BLY_NULLABLE)attachmentForException:(NSException * BLY_NULLABLE)exception;
+
+@end
+
+@interface BuglyConfig : NSObject
+
+/**
+ *  SDK Debug信息开关, 默认关闭
+ */
+@property (nonatomic, assign) BOOL debugMode;
+
+/**
+ *  设置自定义渠道标识
+ */
+@property (nonatomic, copy) NSString *channel;
+
+/**
+ *  设置自定义版本号
+ */
+@property (nonatomic, copy) NSString *version;
+
+/**
+ *  设置自定义设备唯一标识
+ */
+@property (nonatomic, copy) NSString *deviceIdentifier;
+
+/**
+ *  卡顿监控开关,默认关闭
+ */
+@property (nonatomic) BOOL blockMonitorEnable;
+
+/**
+ *  卡顿监控判断间隔,单位为秒
+ */
+@property (nonatomic) NSTimeInterval blockMonitorTimeout;
+
+/**
+ *  设置 App Groups Id (如有使用 Bugly iOS Extension SDK,请设置该值)
+ */
+@property (nonatomic, copy) NSString *applicationGroupIdentifier;
+
+/**
+ *  进程内还原开关,默认开启
+ */
+@property (nonatomic) BOOL symbolicateInProcessEnable;
+
+/**
+ *  非正常退出事件记录开关,默认关闭
+ */
+@property (nonatomic) BOOL unexpectedTerminatingDetectionEnable;
+
+/**
+ *  页面信息记录开关,默认开启
+ */
+@property (nonatomic) BOOL viewControllerTrackingEnable;
+
+/**
+ *  Bugly Delegate
+ */
+@property (nonatomic, assign) id<BuglyDelegate> delegate;
+
+/**
+ * 控制自定义日志上报,默认值为BuglyLogLevelSilent,即关闭日志记录功能。
+ * 如果设置为BuglyLogLevelWarn,则在崩溃时会上报Warn、Error接口打印的日志
+ */
+@property (nonatomic, assign) BuglyLogLevel reportLogLevel;
+
+/**
+ *  崩溃数据过滤器,如果崩溃堆栈的模块名包含过滤器中设置的关键字,则崩溃数据不会进行上报
+ *  例如,过滤崩溃堆栈中包含搜狗输入法的数据,可以添加过滤器关键字SogouInputIPhone.dylib等
+ */
+@property (nonatomic, copy) NSArray *excludeModuleFilter;
+
+/**
+ * 控制台日志上报开关,默认开启
+ */
+@property (nonatomic, assign) BOOL consolelogEnable;
+
+@end
+BLY_END_NONNULL

+ 8 - 0
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+  userData: 
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+ 77 - 0
snipershooting/ShootSniper/Assets/Editor/XUPorter/Mods/Bugly/Bugly.framework/Headers/BuglyLog.h

@@ -0,0 +1,77 @@
+//
+//  BuglyLog.h
+//
+//  Copyright © 2017 tencent.com. All rights reserved.
+//
+
+#import <Foundation/Foundation.h>
+
+// Log level for Bugly Log
+typedef NS_ENUM(NSUInteger, BuglyLogLevel) {
+    BuglyLogLevelSilent  = 0,
+    BuglyLogLevelError   = 1,
+    BuglyLogLevelWarn    = 2,
+    BuglyLogLevelInfo    = 3,
+    BuglyLogLevelDebug   = 4,
+    BuglyLogLevelVerbose = 5,
+};
+#pragma mark -
+
+OBJC_EXTERN void BLYLog(BuglyLogLevel level, NSString *format, ...) NS_FORMAT_FUNCTION(2, 3);
+
+OBJC_EXTERN void BLYLogv(BuglyLogLevel level, NSString *format, va_list args) NS_FORMAT_FUNCTION(2, 0);
+
+#pragma mark -
+#define BUGLY_LOG_MACRO(_level, fmt, ...) [BuglyLog level:_level tag:nil log:fmt, ##__VA_ARGS__]
+
+#define BLYLogError(fmt, ...)   BUGLY_LOG_MACRO(BuglyLogLevelError, fmt, ##__VA_ARGS__)
+#define BLYLogWarn(fmt, ...)    BUGLY_LOG_MACRO(BuglyLogLevelWarn,  fmt, ##__VA_ARGS__)
+#define BLYLogInfo(fmt, ...)    BUGLY_LOG_MACRO(BuglyLogLevelInfo, fmt, ##__VA_ARGS__)
+#define BLYLogDebug(fmt, ...)   BUGLY_LOG_MACRO(BuglyLogLevelDebug, fmt, ##__VA_ARGS__)
+#define BLYLogVerbose(fmt, ...) BUGLY_LOG_MACRO(BuglyLogLevelVerbose, fmt, ##__VA_ARGS__)
+
+#pragma mark - Interface
+@interface BuglyLog : NSObject
+
+/**
+ *    @brief  初始化日志模块
+ *
+ *    @param level 设置默认日志级别,默认BLYLogLevelSilent
+ *
+ *    @param printConsole 是否打印到控制台,默认NO
+ */
++ (void)initLogger:(BuglyLogLevel) level consolePrint:(BOOL)printConsole;
+
+/**
+ *    @brief 打印BLYLogLevelInfo日志
+ *
+ *    @param format   日志内容 总日志大小限制为:字符串长度30k,条数200
+ */
++ (void)log:(NSString *)format, ... NS_FORMAT_FUNCTION(1, 2);
+
+/**
+ *    @brief  打印日志
+ *
+ *    @param level 日志级别
+ *    @param message   日志内容 总日志大小限制为:字符串长度30k,条数200
+ */
++ (void)level:(BuglyLogLevel) level logs:(NSString *)message;
+
+/**
+ *    @brief  打印日志
+ *
+ *    @param level 日志级别
+ *    @param format   日志内容 总日志大小限制为:字符串长度30k,条数200
+ */
++ (void)level:(BuglyLogLevel) level log:(NSString *)format, ... NS_FORMAT_FUNCTION(2, 3);
+
+/**
+ *    @brief  打印日志
+ *
+ *    @param level  日志级别
+ *    @param tag    日志模块分类
+ *    @param format   日志内容 总日志大小限制为:字符串长度30k,条数200
+ */
++ (void)level:(BuglyLogLevel) level tag:(NSString *) tag log:(NSString *)format, ... NS_FORMAT_FUNCTION(3, 4);
+
+@end

+ 8 - 0
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snipershooting/ShootSniper/Assets/Editor/XUPorter/Mods/Bugly/Bugly.framework/Modules/module.modulemap

@@ -0,0 +1,12 @@
+framework module Bugly {
+	umbrella header "Bugly.h"
+	
+	export *
+	module * { export * }
+	
+	link framework "Foundation"
+	link framework "Security"
+	link framework "SystemConfiguration"
+	link "c++"
+	link "z"
+}

+ 8 - 0
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+ 101 - 0
snipershooting/ShootSniper/Assets/Editor/XUPorter/Mods/Bugly/BuglyBridge/BuglyBridge.h

@@ -0,0 +1,101 @@
+//
+//  BuglyBridge.h
+//  BuglyAgent
+//
+//  Created by Yeelik on 15/11/25.
+//  Copyright © 2015年 Bugly. All rights reserved.
+//
+//  Version: 1.3.3
+//
+
+#import <Foundation/Foundation.h>
+
+#pragma mark - Interface for Bridge
+
+#ifdef __cplusplus
+extern "C"{
+#endif
+    
+    /**
+     *    @brief  初始化
+     *
+     *    @param appId 应用标识
+     *    @param debug 是否开启debug模式,开启后会在控制台打印调试信息,默认为NO
+     *    @param level 自定义日志上报级别,使用SDK接口打印的日志会跟崩溃信息一起上报,默认为Info(即Info、Warning、Error级别的日志都会上报)
+     *    Debug=4,Info=3,Warnning=2,Error=1,Off=0
+     */
+    void _BuglyInit(const char * appId, bool debug, int level);
+    
+    /**
+     *    @brief  设置用户唯一标识
+     *
+     *    @param userId
+     */
+    void _BuglySetUserId(const char * userId);
+    
+    /**
+     *    @brief  设置自定义标签
+     *
+     *    @param tag
+     */
+    void _BuglySetTag(int tag);
+    
+    /**
+     *    @brief  设置自定义键值对数据
+     *
+     *    @param key
+     *    @param value
+     */
+    void _BuglySetKeyValue(const char * key, const char * value);
+    
+    /**
+     *    @brief  自定义异常数据上报
+     *
+     *    @param type
+     *    @param name       异常类型
+     *    @param reason     异常原因
+     *    @param stackTrace 异常堆栈
+     *    @param extras     附加数据
+     *    @param quit       上报后是否退出应用
+     */
+    void _BuglyReportException(int type, const char * name, const char * reason, const char * stackTrace, const char * extras, bool quit);
+    
+    /**
+     *    @brief  设置默认的应用配置,在初始化之前调用
+     *
+     *    @param channel  渠道
+     *    @param version  应用版本
+     *    @param user     用户
+     *    @param deviceId 设备唯一标识
+     */
+    void _BuglyDefaultConfig(const char * channel, const char * version, const char *user, const char * deviceId);
+    
+    /**
+     *    @brief  自定义日志打印接口
+     *
+     *    @param level 日志级别, 1=Error、2=Warning、3=Info、4=Debug
+     *    @param tag   日志标签
+     *    @param log   日志内容
+     */
+    void _BuglyLogMessage(int level, const char * tag, const char * log);
+    
+    /**
+     *    @brief  设置崩溃上报组件的类别
+     *
+     *    @param type 0=Default、1=Bugly、2=MSDK、3=IMSDK
+     */
+    void _BuglyConfigCrashReporterType(int type);
+    
+    /**
+     *    @brief  设置额外的配置信息
+     *
+     *    @param key
+     *    @param value
+     */
+    void _BuglySetExtraConfig(const char *key, const char * value);
+    
+#ifdef __cplusplus
+} // extern "C"
+#endif
+
+#pragma mark -

+ 20 - 0
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snipershooting/ShootSniper/Assets/Editor/XUPorter/Readme.mdown

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+#XUPorter
+## Overview
+`XUPorter` can help you to add files and frameworks to your Xcode 4 project after it is generated by Unity 3D automatically and dramatically. Lot of changes from [XCodeEditor-for-Unity](https://github.com/dcariola/XCodeEditor-for-Unity).
+
+中文版的说明请看[这里](http://www.onevcat.com/2012/12/xuporter/)
+
+## Installation
+Add all files of the repo to your Unity project's Editor Folder: {$ProjectFolder}/Assets/Editor/XUPorter or you can download [this unity package](https://www.dropbox.com/s/lo2wu7gur64py7a/XUPorter.unitypackage) and import to your project.
+
+Some demos are contained in /Mods folder, they are just a tutorial to help you getting start. Please feel free to delete or substitute all files in that folder as soon as you know how to use `XUPorter`. [A simplified MiniJSON](https://github.com/prime31/UIToolkit/blob/master/Assets/Plugins/MiniJSON.cs) is now used in `XUPorter`, but I put it into a namespace, so there is no worry of conflicting, even if you are already using a same JSON wrapper.
+
+`XUPorter` require Unity 3.5 or higher and Xcode 4 to work properly. I have tested for Xcode 5 DP and it can work well now too.
+
+## Usage
+After the Unity's building phase, OnPostProcessBuild in XCodePostProcess.cs will be called and Xcode project file will be modified. All .projmods (which is in JSON) will be treated as Xcode patch setting files (In the demos, all .projmods files are in /Mods folder). `XUPorter` will find and read all projmods files in /Assets and modify Xcode project file as settings.
+
+In these setting files, specify the fields using a json pattern.
+
+* group:The group name in Xcode to which files and folders will added by this projmods file
+* libs:The name of libs should be added in Xcode Build Phases, libz.dylib for example. If you want to import a .a lib to Xcode, add it as a file(in "files")
+* frameworks:The name of framework should be added in Xcode Build Phases, Security.framework for example. If you want to add a third party framework, add it using a relative path to `files` section instead of here.
+* headerpaths:Header Search Paths in Build Setting of Xcode
+* files:Files which should be added
+* folders:Folders which should be added. All file and folders(recursively) will be added
+* excludes:Regular expression pattern. Matched files will not be added.
+* compiler_flags: Compiler flags which should be added, e.g. "-Wno-vexing-parse"
+* linker_flags: Linker flags which should be added, e.g. "-ObjC"
+* embed_binaries: Optional fields, support XCode 6+ `Embed Framework` feature. Notice: The frameworks must added already in `frameworks` or `files` fields.
+* plist: edit the Info.plist file, only the urltype is supported currently. in url type settings, `name` and `schemes` are required, while `role` is optional and is `Editor` by default.
+
+Use : for folders and files to add compiler flags to those files. For example: `path/to/my/folder:-fobjc-arc` or `path/to/my/file.m:-fobjc-arc`. You can add multiple compiler flags by using , to seperate them, too.
+
+One example, the following file will add all files in /iOS/KKKeychain to the Xcode group `KKKeychain` and add the `Security.framework` to Xcode project.
+
+```
+{
+    "group": "KKKeychain",
+    "libs": [],
+    "frameworks": ["Security.framework"],
+    "headerpaths": [],
+    "files":   [],
+    "folders": ["iOS/KKKeychain/"],    
+    "excludes": ["^.*.meta$", "^.*.mdown$", "^.*.pdf$"],
+    "compiler_flags": [],
+    "linker_flags": [],
+    "embed_binaries": [],
+    "plist": {
+        "urltype" : [
+            {
+                "role": "Editor",
+                "name" : "wechat",
+                "schemes":["wxyz123456789"]
+            },
+            {
+                "name" : "twitter",
+                "schemes":["www1234566"]
+            }
+        ],
+    },
+}
+```
+
+### Contributor
+Thanks for all contributors of this project. Especially [@pronebird](https://github.com/pronebird) and [@MatthewMaker](https://github.com/MatthewMaker)'s great effort!
+
+## LICENSE
+This code is distributed under the terms and conditions of the MIT license.
+
+Copyright (c) 2012 Wei Wang @onevcat
+
+Permission is hereby granted, free of charge, to any person
+obtaining a copy of this software and associated documentation
+files (the "Software"), to deal in the Software without
+restriction, including without limitation the rights to use,
+copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the
+Software is furnished to do so, subject to the following
+conditions:
+
+The above copyright notice and this permission notice shall be
+included in all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
+OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
+HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+OTHER DEALINGS IN THE SOFTWARE.

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snipershooting/ShootSniper/Assets/ExternalDependencyManager/Editor/CHANGELOG.md

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+# Version 1.2.182 - Aug 2, 2024
+* General - Check for gradle version instead of Unity version when determining
+  the template files to modify.
+
+# Version 1.2.181 - Jun 26, 2024
+* General - Disable `EditorMeasurement` reporting that relied on the
+  Measurement Protocol for Universal Analytics.
+
+# Version 1.2.180 - Jun 4, 2024
+* General - Fix project settings resetting on domain reload.
+  Fixes #524
+
+# Version 1.2.179 - Feb 12, 2024
+* Android Resolver - Added logic to automatically turn on `mainTemplate.gradle`
+  for new projects, and prompt users to enable it on projects that have previously
+  had the resolver run.
+
+# Version 1.2.178 - Dec 20, 2023
+* Added [OpenUPM support](https://openupm.com/packages/com.google.external-dependency-manager/).
+
+# Version 1.2.177 - Aug 14, 2023
+* iOS Resolver - Added `/opt/homebrew/bin` to Cocoapod executable search path.
+  Fixes #627
+
+# Version 1.2.176 - Apr 27, 2023
+* Android Resolver - Added two Android Resolver settings to determine whether
+  EDM4U injects custom local Maven repo path as a relative path or full path.
+  Fixes #537
+* Android Resolver - Inject Maven Repo to `settingTemplate.gradle` from
+  Unity 2022.2+
+  Fixes #594
+* Android Resolver - Jetifier option is enabled by default now.
+* Android Resolver - `Explode Aar` option applies to all cases, whether the
+  project will be exported or not.
+  Fixes #584
+  Fixes #287
+
+# Version 1.2.175 - Nov 16, 2022
+* General - Added tvOS podfile support to the iOS resolver.
+
+# Version 1.2.174 - Oct 06, 2022
+* General - Added tvOS support to the iOS resolver.
+* General - Fixed #484 - Changed `EditorMeasurement` to use secure connection.
+* Android Resolver - Fixed Android Resolver unable to resolve
+  `mainTemplate.gradle` in Unity `2022.2+` or `2023.1+`.
+
+# Version 1.2.173 - Sep 28, 2022
+* General - Added tvOS library support to the export unity package scripts.
+
+# Version 1.2.172 - Jun 23, 2022
+* iOS Resolver - Stop forcing `ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES` to `YES`,
+  which seems to cause problem for some when submitting apps. See #526 for more
+  information.
+
+# Version 1.2.171 - May 11, 2022
+* iOS Resolver - Change `Enable Swift Framework Support Workaround` setting to
+  be `ON` by default since more pods are using Swift Framework now.
+
+# Version 1.2.170 - Apr 4, 2022
+* Android Resolver - Fixes #498 - Fix the path separator of the Maven repo
+  injected to `mainTemplate.gradle`.
+* iOS Resolver - Fixes #470 - Switch default Cocoapods master repo from Github
+  to CDN.
+* iOS Resolver - `Link Framework Statically` setting is now default to `true`.
+  That is, `use_frameworks! :linkage => static` will be added to `Podfile` by
+  default instead of `use_frameworks!`. This can be changed in iOS Resolver
+  settings. This fixes odd behaviors when pods include static libraries, ex.
+  Firebase Analytics.
+* iOS Resolver - Added a workaround when app crashes on launch due to
+  `Library not loaded: @rpath/libswiftCore.dylib` when some pods includes Swift
+  framework. This is turned `OFF` by default and can be changed in iOS Resolver
+  settings.
+
+# Version 1.2.169 - Jan 20, 2022
+* General - Fixes #425 - Change to save `GvhProjectSettings.xml` without
+  Unicode byte order mark (BoM).
+* Android Resolver - Remove reference to `jcenter()`
+* iOS Resolver - Force setting `LANG` when executing Cocoapods in shell mode on
+  Mac.
+
+# Version 1.2.168 - Dec 9, 2021
+* All - Fixes #472 by removing the use of `System.Diagnostics.Debug.Assert`
+* All - Fixed #477 by properly enabling EDM4U libraries for Unity 2021.2+ when
+  the package is installed through `.tgz`
+
+# Version 1.2.167 - Oct 6, 2021
+* All - Moved versioned `.dll` in EDM4U to a versioned folder and remove their
+  version postfix in their filename. For instance, `IOSResolver.dll` will be
+  placed at `ExternalDependencyManager/Editor/1.2.167/Google.IOSResolver.dll`.
+* Android Resolver - Fixed #243 by only using the highest version in
+  `mainTemplate.gradle` when duplicated dependencies are presented.
+* Android Resolver - Added supports to x86_64 to ABI list for Android apps on
+  Chrome OS.
+
+# Version 1.2.166 - Jun 30, 2021
+* All - Fixed #440 and fixed #447 by specifying the parameter type while calling
+  `GetApplicationIdentifier()` Unity API using reflection, due to a new
+  overloaded method introduced in Unity 2021.2.
+* Android Resolver - Fixed #442 by patching `Dependency.IsGreater()` when the
+  version strings end '+'.
+
+# Version 1.2.165 - Apr 28, 2021
+## Bug Fixes
+* Version Handler - Fixed #431 by replacing the use of `HttpUtility.UrlEncode()`
+  which causes NullReferenceException in certain version of Unity.
+* Android Resolver - Check that androidSdkRootPath directory exists before using
+  as sdkPath.
+* Android Resolver - Fixed Android Resolver integration tests with Unity
+  2019.3+.
+
+# Version 1.2.164 - Feb 4, 2021
+## New Features
+* Android Resolver - Added support for Android packages with classifier in their
+  namespaces.
+* iOS Resolver - Added new settings in iOS Resolver to configure generated
+  Podfile.
+* iOS Resolver - Added a new attribute `addToAllTargets` in Dependencies.xml.
+
+## Bug Fixes
+* iOS Resolver - Fixed XML parsing for `bitcodeEnabled` attribute in
+  Dependencies.xml.
+
+# Version 1.2.163 - Dec 15, 2020
+## Bug Fixes
+* Version Handler - Fixed measurement reporting
+
+# Version 1.2.162 - Nov 19, 2020
+## Bug Fixes
+* Version Handler - Improved #413 by preventing Version Handler from running
+  from static constructor when it is disabled.
+* Package Manager Resolver - Remove GPR
+
+# Version 1.2.161 - Oct 12, 2020
+## Bug Fixes
+* Android Resolver - Fixed the issue that Android Resolver does not resolve
+  again before build in Unity 2020 if it failed to resolve previously.
+
+# Version 1.2.160 - Sep 30, 2020
+## Bug Fixes
+* Android Resolver - Fixed a regression that gradleResolver can be null until
+  Initialize() is called.
+* Android Resolver - Fixed a regression that Android Resolver failed in Unity
+  2019.3+ due to `gradleTemplate.properties` not enabled when
+  `mainTemplate.gradle` is not enabled at all.
+
+# Version 1.2.159 - Sep 11, 2020
+## Bug Fixes
+* Android Resolver - Fixed #322 where the Unity editor will lose its target SDK
+  setting between Unity restarts if `>28` is selected in 2019.  This is due to
+  Unity AndroidSdkVersions enum does not contain values above 28.
+* Android Resolver - Fixed #360 where building Android app with Untiy 2019.3+
+  may fail due to Jetifier and AndroidX not enabled properly in generated
+  Gradle project. This fix requires the user to enable
+  `Custom Gradle Properties Template` found under
+  `Player Settings > Settings for Android > Publishing Settings`.
+
+# Version 1.2.158 - Sep 3, 2020
+## Bug Fixes
+* Version Handler: Fixed editor freeze when `-executeMethod` is used in
+  non-batch mode.
+* Android Resolver: Normalized file paths when generating local Maven repo
+  since the path may contains a mix of forward and backward slash on Windows.
+* Export Unity Package: Fixed generation of .unitypackage with tarfile on
+  Windows.
+
+# Version 1.2.157 - Aug 6, 2020
+## Bug Fixes
+* Android Resolver: Delay initialization until active build target is Android
+  and the editor is not in play mode.
+* iOS Resolver: Delay initialization until active build target is iOS
+  and the editor is not in play mode.
+* Export Unity Package: Workaround directory creation racy if multiple export
+  operations are spawned at the same time.
+
+# Version 1.2.156 - June 10, 2020
+## Bug Fixes
+* Android Resolver: Fixed that the generated local repo assets contains
+  redundent labels which are causing Version Handler to failed while
+  uninstalling packages.
+* Android Resolver: Fixed that the repo url injected into mainTemplate.gradle
+  is incorrect when Unity is configured to export gradle project.
+* Android Resolver: Limited to only create local Maven repo when the source
+  repo contains ".srcaar" file.
+
+## Changes
+* All: Described EDM4U analytics data usage in readme.
+
+# Version 1.2.155 - May 14, 2020
+## Bug Fixes
+* All: Fixed compiler error when build with Unity 5.4 or below due to the
+  usage of Rect.zero.
+* All: Ignore cases when checking command line arguments.
+
+# Version 1.2.154 - May 14, 2020
+## Bug Fixes
+* All: Make each MultiSelectWindow for different purposes to have its own
+  unique window.
+
+## Changes
+* All: Replace all dialog with DialogWindow which is implemented from
+  EditorWindow.
+* Package Manager Resolver: Clarify how manifest.json will be changed in Package
+  Manager Resolver window.
+
+# Version 1.2.153 - Apr 24, 2020
+## Bug Fixes
+* Android Resolver: Fixed an exception when repainting the Android resolution
+  window in Unity 2019.3.x.
+
+# Version 1.2.152 - Apr 17, 2020
+## Bug Fixes
+* Version Handler: Fixed exception when waiting for enabled editor DLLs to
+  load.
+* Android Resolver: Fixed regression when using a Custom Gradle Template
+  on Windows.
+
+# Version 1.2.151 - Apr 16, 2020
+## Bug Fixes
+* Version Handler: When waiting for newly enabled editor DLLs to load, ignore
+  all DLLs that do not have a file-system location.
+* Android Resolver: Fixed resolution when using a Custom Gradle Template with
+  libraries stored in a local maven repository distributed with a plugin
+  installed with the Unity Package Manager.
+
+# Version 1.2.150 - Apr 9, 2020
+## Bug Fixes
+* All: The new packaging script when run on MacOS was generating a
+  .unitypackage archive that could not be read by Unity on Windows.
+  This release simply repackages the plugin with tar/gzip to fix the problem.
+
+# Version 1.2.149 - Apr 8, 2020
+## Bug Fixes
+* Package Manager Resolver: Fixed spurious error message when resuming
+  migration after installing a UPM package.
+
+# Version 1.2.148 - Apr 8, 2020
+## Bug Fixes
+* Package Manager Resolver: Fixed an exception when resuming migration
+  after installing a UPM package.
+
+# Version 1.2.147 - Apr 8, 2020
+## Bug Fixes
+* Version Handler: Fixed alias traversal bug which caused problems when
+  migrating from installed .unitypackage files to UPM packages.
+
+# Version 1.2.146 - Apr 8, 2020
+## Bug Fixes
+* Version Handler: Fixed exception in manifest parsing when a manifest is
+  detected with no aliases.
+
+# Version 1.2.145 - Apr 2, 2020
+## New Features
+* Package Manager Resolver: Added a method to migrate Version Handler
+  managed packages installed via `.unitypackage` to Unity Package Manager
+  packages. This is initially used to migrate the External Dependency Manager
+  to UPM.
+
+## Changes
+* All: Verbose logging is now no longer automatically enabled in batch mode
+  across all components. Instead logging can be configured using each
+  component's verbose logging setting or by using the `-gvh_log_debug` command
+  line flag when starting Unity.
+* Version Handler: Sped up version handler updates when the app domain isn't
+  reloaded.
+
+## Bug Fixes
+* Version Handler: Fixed the display of the obsolete files clean up dialog
+  when the asset database refreshes.
+* Version Handler: Improved reliability of callback from
+  the VersionHandler.UpdateCompleteMethods event when an asset database
+  refresh occurs.
+* Version Handler: Fixed duplicate exportPath labels when 'Assets/' is the
+  root of paths assigned to files.
+* Version Handler: Handle empty lines in manifest files.
+
+# Version 1.2.144 - Mar 23, 2020
+## Changed
+* iOS Resolver: Removed the ability to configure the Xcode target a Cocoapod
+  is added to.
+
+## Bug Fixes
+* iOS Resolver: Reverted support for adding Cocoapods to multiple targets as
+  it caused a regression (exception thrown during post-build step) in some
+  versions of Unity.
+
+# Version 1.2.143 - Mar 20, 2020
+## Bug Fixes
+* Android Resolver: Fixed caching of resolution state which was causing
+  the resolver to always run when no dependencies had changed.
+
+# Version 1.2.142 - Mar 19, 2020
+## Changes
+* Package Manager Resolver: Enabled auto-add by default.
+
+# Version 1.2.141 - Mar 19, 2020
+## Bug Fixes
+* Fixed a bug when retrieving project settings. If a plugin was configured
+  to fetch project settings, if a setting was fetched (e.g "foo") and this
+  setting existed in the system settings but not the project settings the
+  system value would override the default value leading to unexpected
+  behavior.
+* Fixed a warning when caching web request classes in Unity 5.6.
+
+# Version 1.2.140 - Mar 19, 2020
+## Bug Fixes
+* Fixed measurement reporting in Unity 5.x.
+* Version Handler: Fixed NullReferenceException when an asset doesn't have
+  an AssetImporter.
+
+# Version 1.2.139 - Mar 18, 2020
+## Changed
+* Added documentation to the built plugin.
+
+# Version 1.2.138 - Mar 17, 2020
+## New Features
+* Package Manager Resolver: Added the Package Manager Resolver
+  component that allows developers to easily boostrap Unity Package Manager
+  (UPM) registry addition using unitypackage plugins.
+* Version Handler: Added a window that allows plugins to managed by the
+  Version Handler to be uninstalled.
+* Version Handler: Added support for displaying installed plugins.
+* Version Handler: Added support for moving files in plugins to their install
+  locations (if the plugin has been configured to support this).
+* iOS Resolver: Added the ability to configure the Xcode target a Cocoapod is
+  added to.
+
+## Bug Fixes
+* Fixed upgrade from version 1.2.137 and below after the plugin rename to
+  EDM4U broke the upgrade process.
+* Android Resolver: Worked around PlayerSettings.Android.targetSdkVersion
+  returning empty names for some values in 2019.x.
+* Version Handler: Fixed the display of the obsolete files clean up window.
+* Version Handler: Fixed managed file check when assets are modified in the
+  project after plugin import.
+
+# Version 1.2.137 - Mar 6, 2020
+## Changed
+* Renamed package to External Package Manager for Unity (EDM4U).
+  We changed this to reflect what this plugin is doing today which is far more
+  than the original scope which just consisted of importing jar files from the
+  Android SDK maven repository.
+  Scripts that used to pull `play-services-resolver*.unitypackage` will now have
+  to request `external-dependency-manager*.unitypackage` instead.
+  We'll still be shipping a `play-services-resolver*_manifest.txt` file to
+  handle upgrading from older versions of the plugin.
+
+## New Features
+* All Components: Added reporting of usage so that we can remotely detect
+  errors and target improvements.
+* Android Resolver: Added support for *Dependencies.xml files in Unity Package
+  Manager packages.
+* iOS Resolver: Added support for *Dependencies.xml files in Unity Package
+  Manager packages.
+
+## Bug Fixes
+* Version Handler: Disabled attempts to disable asset metadata modification
+  when assets are in a Unity Package Manager managed package.
+
+# Version 1.2.136 - Feb 19, 2019
+## Bug Fixes
+* Android Resolver: Fixed OpenJDK path discovery in Unity 2019.3.1.
+
+# Version 1.2.135 - Dec 5, 2019
+## Bug Fixes
+* All Components: Fixed stack overflow when loading project settings.
+
+# Version 1.2.134 - Dec 4, 2019
+## Bug Fixes
+* All Components: Fixed an issue which caused project settings to be cleared
+  when running in batch mode.
+
+# Version 1.2.133 - Nov 18, 2019
+## Bug Fixes
+* All Components: Failure to save project settings will now report an error
+  to the log rather than throwing an exception.
+
+# Version 1.2.132 - Nov 11, 2019
+## Bug Fixes
+* Android Resolver: Worked around expansion of DIR_UNITYPROJECT on Windows
+  breaking Gradle builds when used as part of a file URI.
+* Android Resolver: mainTemplate.gradle is only written if it needs to be
+  modified.
+
+# Version 1.2.131 - Oct 29, 2019
+## Bug Fixes
+* Version Handler: Improved execution of events on the main thread in batch
+  mode.
+* Version Handler: Improved log level configuration at startup.
+* Version Handler: Improved performance of class lookup in deferred method
+  calls.
+* Version Handler: Fixed rename to enable / disable for editor assets.
+* iOS Resolver: Improved log level configuration at startup.
+* Android Resolver: Improved local maven repo path reference in
+  mainTemplate.gradle using DIR_UNITYPROJECT.  DIR_UNITYPROJECT by Unity
+  to point to the local filesystem path of the Unity project when Unity
+  generates the Gradle project.
+
+# Version 1.2.130 - Oct 23, 2019
+## New Features
+* iOS Resolver: Added support for modifying the Podfile before `pod install`
+  is executed.
+
+## Bug Fixes
+* Version Handler: Fixed invalid classname error when calling
+  `VersionHandler.UpdateVersionedAssets()`.
+
+# Version 1.2.129 - Oct 2, 2019
+## Bug Fixes
+* iOS Resolver: Changed Cocoapod integration in Unity 2019.3+ to
+  only add Pods to the UnityFramework target.
+
+# Version 1.2.128 - Oct 1, 2019
+## Bug Fixes
+* iOS Resolver: Fixed Cocoapod project integration mode with Unity
+  2019.3+.
+
+# Version 1.2.127 - Sep 30, 2019
+## Changes
+* Android Resolver: All Android Resolver settings File paths are now
+  serialized with POSIX directory separators.
+
+# Version 1.2.126 - Sep 27, 2019
+## Changes
+* Android Resolver: File paths are now serialized with POSIX directory
+  separators.
+## Bug Fixes
+* Android Resolver: Fixed resolution when the parent directory of a Unity
+  project contains a Gradle project (i.e `settings.gradle` file).
+
+# Version 1.2.125 - Sep 23, 2019
+## Bug Fixes
+* All components: Silenced a warning about not being able to set the console
+  encoding to UTF8.
+* Android Resolver: Worked around broken AndroidSDKTools class in some
+  versions of Unity.
+* iOS Resolver: Fixed iOS target SDK version check
+* Version Handler: Changed clean up obsolete files window so that it doesn't
+  exceed the screen size.
+
+# Version 1.2.124 - Jul 28, 2019
+## Bug Fixes
+* All components: Fixed regression with source control integration when using
+  Unity 2019.1+.
+
+# Version 1.2.123 - Jul 23, 2019
+## New Features
+* All components: Source control integration for project settings.
+## Changes
+* Android Resolver: Removed AAR cache as it now makes little difference to
+  incremental resolution performance.
+* Android Resolver: Improved embedded resource management so that embedded
+  resources should upgrade when the plugin is updated without restarting
+  the Unity editor.
+## Bug Fixes
+* Version Handler: Fixed InvokeMethod() and InvokeStaticMethod() when calling
+  methods that have interface typed arguments.
+
+# Version 1.2.122 - Jul 2, 2019
+## Bug Fixes
+* iOS Resolver: Worked around Unity not loading the iOS Resolver DLL as it
+  referenced the Xcode extension in a public interface.  The iOS Resolver
+  DLL still references the Xcode extension internally and just handles
+  missing type exceptions dynamically.
+
+# Version 1.2.121 - Jun 27, 2019
+## Bug Fixes
+* Android Resolver: Fixed warning about missing Packages folder when loading
+  XML dependencies files in versions of Unity without the package manager.
+* Android Resolver: Fixed resolution window progress bar exceeding 100%.
+* Android Resolver: If AndroidX is detected in the set of resolved libraries,
+  the user will be prompted to enable the Jetifier.
+* Android Resolver: Improved text splitting in text area windows.
+* iOS Resolver: Added support for Unity's breaking changes to the Xcode API
+  in 2019.3.+. Cocoapods are now added to build targets, Unity-iPhone and
+  UnityFramework in Unity 2019.3+.
+
+# Version 1.2.120 - Jun 26, 2019
+## New Features
+* Android Resolver: Added support for loading *Dependencies.xml files from
+  Unity Package Manager packages.
+* Android Resolver: Resolution window is now closed if resolution runs as
+  a pre-build step.
+* iOS Resolver: Added support for loading *Dependencies.xml files from
+  Unity Package Manager packages.
+## Bug Fixes
+* Android Resolver: Fixed generation of relative repo paths when using
+  mainTemplate.gradle resolver.
+* Android Resolver: Fixed copy of .srcaar to .aar files in repos embedded in a
+  project when a project path has characters (e.g whitespace) that are escaped
+  during conversion to URIs.
+* Android Resolver: Fixed auto-resolution always running if the Android SDK
+  is managed by Unity Hub.
+
+# Version 1.2.119 - Jun 19, 2019
+## Bug Fixes
+* Android Resolver: Fixed error reported when using Jetifier integration
+  in Unity 2018+ if the target SDK is set to "highest installed".
+
+# Version 1.2.118 - Jun 18, 2019
+## New Features
+* Android Resolver: Added initial
+  [Jetifier](https://developer.android.com/studio/command-line/jetifier)
+  integration which simplifies
+  [migration](ttps://developer.android.com/jetpack/androidx/migrate)
+  to Jetpack ([AndroidX](https://developer.android.com/jetpack/androidx))
+  libraries in cases where all dependencies are managed by the Android
+  Resolver.
+  This can be enabled via the `Use Jetifier` option in the
+  `Assets > Play Services Resolver > Android Resolver > Settings` menu.
+  Caveats:
+  - If your project contains legacy Android Support Library .jar and .aar
+    files, these files will need to be removed and replaced with references to
+    artifacts on Maven via `*Dependencies.xml` files so that the Jetifier
+    can map them to Jetpack (AndroidX) libraries.
+    For example, remove the file `support-v4-27.0.2.jar` and replace it with
+    `<androidPackage spec="com.android.support:support-v4:27.0.2"/>` in a
+    `*Dependencies.xml` file.
+  - If your project contains .jar or .aar files that use the legacy Android
+    Support Libraries, these will need to be moved into a local Maven repo
+    [See this guide](https://maven.apache.org/guides/mini/guide-3rd-party-jars-local.html)
+    and then these files should be removed from your Unity project and instead
+    referenced via `*Dependencies.xml` files so that the Jetifier can
+    patch them to reference the Jetpack lirbaries.
+
+## Bug Fixes
+* Android Resolver: Disabled version locking of com.android.support:multidex
+  does not use the same versioning scheme as other legacy Android support
+  libraries.
+* Version Handler: Made Google.VersionHandler.dll's asset GUID stable across
+  releases.  This faciliates error-free import into projects where
+  Google.VersionHandler.dll is moved from the default install location.
+
+# Version 1.2.117 - Jun 12, 2019
+## Bug Fixes
+* Android Resolver: Fix copying of .srcaar to .aar files for
+  mainTemplate.gradle resolution.  PluginImporter configuration was previously
+  not being applied to .aar files unless the Unity project was saved.
+
+# Version 1.2.116 - Jun 7, 2019
+## Bug Fixes
+* Android Resolver: Fixed resolution of Android dependencies without version
+  specifiers.
+* Android Resolver: Fixed Maven repo not found warning in Android Resolver.
+* Android Resolver: Fixed Android Player directory not found exception in
+  Unity 2019.x when the Android Player isn't installed.
+
+# Version 1.2.115 - May 28, 2019
+## Bug Fixes
+* Android Resolver: Fixed exception due to Unity 2019.3.0a4 removing
+  x86 from the set of supported ABIs.
+
+# Version 1.2.114 - May 27, 2019
+## New Features
+* Android Resolver: Added support for ABI stripping when using
+  mainTemplate.gradle. This only works with AARs stored in repos
+  on the local filesystem.
+
+# Version 1.2.113 - May 24, 2019
+## New Features
+* Android Resolver: If local repos are moved, the plugin will search the
+  project for matching directories in an attempt to correct the error.
+* Version Handler: Files can be now targeted to multiple build targets
+  using multiple "gvh_" asset labels.
+## Bug Fixes
+* Android Resolver: "implementation" or "compile" are now added correctly
+  to mainTemplate.gradle in Unity versions prior to 2019.
+
+# Version 1.2.112 - May 22, 2019
+## New Features
+* Android Resolver: Added option to disable addition of dependencies to
+  mainTemplate.gradle.
+  See `Assets > Play Services Resolver > Android Resolver > Settings`.
+* Android Resolver: Made paths to local maven repositories in
+  mainTemplate.gradle relative to the Unity project when a project is not
+  being exported.
+## Bug Fixes
+* Android Resolver: Fixed builds with mainTemplate.gradle integration in
+  Unity 2019.
+* Android Resolver: Changed dependency inclusion in mainTemplate.gradle to
+  use "implementation" or "compile" depending upon the version of Gradle
+  included with Unity.
+* Android Resolver: Gracefully handled exceptions if the console encoding
+  can't be modified.
+* Android Resolver: Now gracefully fails if the AndroidPlayer directory
+  can't be found.
+
+# Version 1.2.111 - May 9, 2019
+## Bug Fixes
+* Version Handler: Fixed invocation of methods with named arguments.
+* Version Handler: Fixed occasional hang when the editor is compiling
+  while activating plugins.
+
+# Version 1.2.110 - May 7, 2019
+## Bug Fixes
+* Android Resolver: Fixed inclusion of some srcaar artifacts in builds with
+  Gradle builds when using mainTemplate.gradle.
+
+# Version 1.2.109 - May 6, 2019
+## New Features:
+* Added links to documentation from menu.
+* Android Resolver: Added option to auto-resolve Android libraries on build.
+* Android Resolver: Added support for packaging specs of Android libraries.
+* Android Resolver: Pop up a window when displaying Android dependencies.
+
+## Bug Fixes
+* Android Resolver: Support for Unity 2019 Android SDK and JDK install locations
+* Android Resolver: e-enable AAR explosion if internal builds are enabled.
+* Android Resolver: Gracefully handle exceptions on file deletion.
+* Android Resolver: Fixed Android Resolver log spam on load.
+* Android Resolver: Fixed save of Android Resolver PromptBeforeAutoResolution
+  setting.
+* Android Resolver: Fixed AAR processing failure when an AAR without
+  classes.jar is found.
+* Android Resolver: Removed use of EditorUtility.DisplayProgressBar which
+  was occasionally left displayed when resolution had completed.
+* Version Handler: Fixed asset rename to disable when a disabled file exists.
+
+# Version 1.2.108 - May 3, 2019
+## Bug Fixes:
+* Version Handler: Fixed occasional hang on startup.
+
+# Version 1.2.107 - May 3, 2019
+## New Features:
+* Version Handler: Added support for enabling / disabling assets that do not
+  support the PluginImporter, based upon build target selection.
+* Android Resolver: Added support for the global specification of maven repos.
+* iOS Resolver: Added support for the global specification of Cocoapod sources.
+
+# Version 1.2.106 - May 1, 2019
+## New Features
+* iOS Resolver: Added support for development pods in Xcode project integration
+  mode.
+* iOS Resolver: Added support for source pods with resources in Xcode project
+  integration mode.
+
+# Version 1.2.105 - Apr 30, 2019
+## Bug fixes
+* Android Resolver: Fixed reference to Java tool path in logs.
+* Android and iOS Resolvers: Changed command line execution to emit a warning
+  rather than throwing an exception and failing, when it is not possible to
+  change the console input and output encoding to UTF-8.
+* Android Resolver: Added menu option and API to delete resolved libraries.
+* Android Resolver: Added menu option and API to log the repos and libraries
+  currently included in the project.
+* Android Resolver: If Plugins/Android/mainTemplate.gradle file is present and
+  Gradle is selected as the build type, resolution will simply patch the file
+  with Android dependencies specified by plugins in the project.
+
+# Version 1.2.104 - Apr 10, 2019
+## Bug Fixes
+* Android Resolver: Changed Android ABI selection method from using whitelisted
+  Unity versions to type availability.  This fixes an exception on resolution
+  in some versions of Unity 2017.4.
+
+# Version 1.2.103 - Apr 2, 2019
+## Bug Fixes
+* Android Resolver: Whitelisted Unity 2017.4 and above with ARM64 support.
+* Android Resolver: Fixed Java version check to work with Java SE 12 and above.
+
+# Version 1.2.102 - Feb 13, 2019
+## Bug Fixes
+* Android Resolver: Fixed the text overflow on the Android Resolver
+  prompt before initial run to fit inside the buttons for
+  smaller screens.
+
+# Version 1.2.101 - Feb 12, 2019
+## New Features
+* Android Resolver: Prompt the user before the resolver runs for the
+  first time and allow the user to elect to disable from the prompt.
+* Android Resolver: Change popup warning when resolver is disabled
+  to be a console warning.
+
+# Version 1.2.100 - Jan 25, 2019
+## Bug Fixes
+* Android Resolver: Fixed AAR processing sometimes failing on Windows
+  due to file permissions.
+
+# Version 1.2.99 - Jan 23, 2019
+## Bug Fixes
+* Android Resolver: Improved performance of project property polling.
+* Version Handler: Fixed callback of VersionHandler.UpdateCompleteMethods
+  when the update process is complete.
+
+# Version 1.2.98 - Jan 9, 2019
+## New Features
+* iOS Resolver: Pod declaration properties can now be set via XML pod
+  references.  For example, this can enable pods for a subset of build
+  configurations.
+## Bug Fixes
+* iOS Resolver: Fixed incremental builds after local pods support caused
+  regression in 1.2.96.
+
+# Version 1.2.97 - Dec 17, 2018
+## Bug Fixes
+* Android Resolver: Reduced memory allocation for logic that monitors build
+  settings when auto-resolution is enabled.  If auto-resolution is disabled,
+  almost all build settings are no longer polled for changes.
+
+# Version 1.2.96 - Dec 17, 2018
+## Bug Fixes
+* Android Resolver: Fixed repacking of AARs to exclude .meta files.
+* Android Resolver: Only perform auto-resolution on the first scene while
+  building.
+* Android Resolver: Fixed parsing of version ranges that include whitespace.
+* iOS Resolver: Added support for local development pods.
+* Version Handler: Fixed Version Handler failing to rename some files.
+
+# Version 1.2.95 - Oct 23, 2018
+## Bug Fixes:
+* Android Resolver: Fixed auto-resolution running in a loop in some scenarios.
+
+# Version 1.2.94 - Oct 22, 2018
+## Bug Fixes
+* iOS Resolver: Added support for PODS_TARGET_SRCROOT in source Cocoapods.
+
+# Version 1.2.93 - Oct 22, 2018
+## Bug Fixes
+* Android Resolver: Fixed removal of Android libraries on auto-resolution when
+  `*Dependencies.xml` files are deleted.
+
+# Version 1.2.92 - Oct 2, 2018
+## Bug Fixes
+* Android Resolver: Worked around auto-resolution hang on Windows if
+  resolution starts before compilation is finished.
+
+# Version 1.2.91 - Sep 27, 2018
+## Bug Fixes
+* Android Resolver: Fixed Android Resolution when the selected build target
+  isn't Android.
+* Added C# assembly symbols the plugin to simplify debugging bug reports.
+
+# Version 1.2.90 - Sep 21, 2018
+## Bug Fixes
+* Android Resolver: Fixed transitive dependency selection of version locked
+  packages.
+
+# Version 1.2.89 - Aug 31, 2018
+## Bug Fixes
+* Fixed FileLoadException in ResolveUnityEditoriOSXcodeExtension an assembly
+  can't be loaded.
+
+# Version 1.2.88 - Aug 29, 2018
+## Changed
+* Improved reporting of resolution attempts and conflicts found in the Android
+  Resolver.
+## Bug Fixes
+* iOS Resolver now correctly handles sample code in CocoaPods.  Previously it
+  would add all sample code to the project when using project level
+  integration.
+* Android Resolver now correctly handles Gradle conflict resolution when the
+  resolution results in a package that is compatible with all requested
+  dependencies.
+
+# Version 1.2.87 - Aug 23, 2018
+## Bug Fixes
+* Fixed Android Resolver "Processing AARs" dialog getting stuck in Unity 5.6.
+
+# Version 1.2.86 - Aug 22, 2018
+## Bug Fixes
+* Fixed Android Resolver exception in OnPostProcessScene() when the Android
+  platform isn't selected.
+
+# Version 1.2.85 - Aug 17, 2018
+## Changes
+* Added support for synchronous resolution in the Android Resolver.
+  PlayServicesResolver.ResolveSync() now performs resolution synchronously.
+* Auto-resolution in the Android Resolver now results in synchronous resolution
+  of Android dependencies before the Android application build starts via
+  UnityEditor.Callbacks.PostProcessSceneAttribute.
+
+# Version 1.2.84 - Aug 16, 2018
+## Bug Fixes
+* Fixed Android Resolver crash when the AndroidResolverDependencies.xml
+  file can't be written.
+* Reduced log spam when a conflicting Android library is pinned to a
+  specific version.
+
+# Version 1.2.83 - Aug 15, 2018
+## Bug Fixes
+* Fixed Android Resolver failures due to an in-accessible AAR / JAR explode
+  cache file.  If the cache can't be read / written the resolver now continues
+  with reduced performance following recompilation / DLL reloads.
+* Fixed incorrect version number in plugin manifest on install.
+  This was a minor issue since the version handler rewrote the metadata
+  after installation.
+
+# Version 1.2.82 - Aug 14, 2018
+## Changed
+* Added support for alphanumeric versions in the Android Resolver.
+
+## Bug Fixes
+* Fixed Android Resolver selection of latest duplicated library.
+* Fixed Android Resolver conflict resolution when version locked and non-version
+  locked dependencies are specified.
+* Fixed Android Resolver conflict resolution when non-existent artifacts are
+  referenced.
+
+# Version 1.2.81 - Aug 9, 2018
+## Bug Fixes
+* Fixed editor error that would occur when when
+  `PlayerSettings.Android.targetArchitectures` was set to
+  `AndroidArchitecture.All`.
+
+# Version 1.2.80 - Jul 24, 2018
+## Bug Fixes
+* Fixed project level settings incorrectly falling back to system wide settings
+  when default property values were set.
+
+# Version 1.2.79 - Jul 23, 2018
+## Bug Fixes
+* Fixed AndroidManifest.xml patching on Android Resolver load in Unity 2018.x.
+
+# Version 1.2.78 - Jul 19, 2018
+## Changed
+* Added support for overriding conflicting dependencies.
+
+# Version 1.2.77 - Jul 19, 2018
+## Changed
+* Android Resolver now supports Unity's 2018 ABI filter (i.e arm64-v8a).
+* Reduced Android Resolver build option polling frequency.
+* Disabled Android Resolver auto-resolution in batch mode.  Users now need
+  to explicitly kick off resolution through the API.
+* All Android Resolver and Version Handler dialogs are now disabled in batch
+  mode.
+* Verbose logging for all plugins is now enabled by default in batch mode.
+* Version Handler bootstrapper has been improved to no longer call
+  UpdateComplete multiple times.  However, since Unity can still reload the
+  app domain after plugins have been enabled, users still need to store their
+  plugin state to persistent storage to handle reloads.
+
+## Bug Fixes
+* Android Resolver no longer incorrectly adds MANIFEST.MF files to AARs.
+* Android Resolver auto-resolution jobs are now unscheduled when an explicit
+  resolve job is started.
+
+# Version 1.2.76 - Jul 16, 2018
+## Bug Fixes
+* Fixed variable replacement in AndroidManifest.xml files in the Android
+  Resolver.
+  Version 1.2.75 introduced a regression which caused all variable replacement
+  to replace the *entire* property value rather than the component of the
+  property that referenced a variable.  For example,
+  given "applicationId = com.my.app", "${applicationId}.foo" would be
+  incorrectly expanded as "com.my.app" rather than "com.my.app.foo".  This
+  resulted in numerous issues for Android builds where content provider
+  initialization would fail and services may not start.
+
+## Changed
+* Gradle prebuild experimental feature has been removed from the Android
+  Resolver.  The feature has been broken for some time and added around 8MB
+  to the plugin size.
+* Added better support for execution of plugin components in batch mode.
+  In batch mode UnityEditor.update is sometimes never called - like when a
+  single method is executed - so the new job scheduler will execute all jobs
+  synchronously from the main thread.
+
+# Version 1.2.75 - Jun 20, 2018
+## New Features
+* Android Resolver now monitors the Android SDK path when
+  auto-resolution is enabled and triggers resolution when the path is
+  modified.
+
+## Changed
+* Android auto-resolution is now delayed by 3 seconds when the following build
+  settings are changed:
+  - Target ABI.
+  - Gradle build vs. internal build.
+  - Project export.
+* Added a progress bar display when AARs are being processed during Android
+  resolution.
+
+## Bug Fixes
+* Fixed incorrect Android package version selection when a mix of
+  version-locked and non-version-locked packages are specified.
+* Fixed non-deterministic Android package version selection to select
+  the highest version of a specified package rather than the last
+  package specification passed to the Gradle resolution script.
+
+# Version 1.2.74 - Jun 19, 2018
+## New Features
+* Added workaround for broken AndroidManifest.xml variable replacement in
+  Unity 2018.x.  By default ${applicationId} variables will be replaced by
+  the bundle ID in the Plugins/Android/AndroidManifest.xml file.  The
+  behavior can be disabled via the Android Resolver settings menu.
+
+# Version 1.2.73 - May 30, 2018
+## Bug Fixes
+* Fixed spurious warning message about missing Android plugins directory on
+  Windows.
+
+# Version 1.2.72 - May 23, 2018
+## Bug Fixes
+* Fixed spurious warning message about missing Android plugins directory.
+
+# Version 1.2.71 - May 10, 2018
+## Bug Fixes
+* Fixed resolution of Android dependencies when the `Assets/Plugins/Android`
+  directory is named in a different case e.g `Assets/plugins/Android`.
+
+# Version 1.2.70 - May 7, 2018
+## Bug Fixes
+* Fixed bitcode flag being ignored for iOS pods.
+
+# Version 1.2.69 - May 7, 2018
+## Bug Fixes
+* Fixed escaping of local repository paths in Android Resolver.
+
+# Version 1.2.68 - May 3, 2018
+## Changes
+* Added support for granular builds of Google Play Services.
+
+# Version 1.2.67 - May 1, 2018
+## Changes
+* Improved support for iOS source-only pods in Unity 5.5 and below.
+
+# Version 1.2.66 - April 27, 2018
+## Bug Fixes
+* Fixed Version Handler renaming of Linux libraries with hyphens in filenames.
+  Previously, libraries named Foo-1.2.3.so were not being renamed to
+  libFoo-1.2.3.so on Linux which could break native library loading on some
+  versions of Unity.
+
+# Version 1.2.65 - April 26, 2018
+## Bug Fixes
+* Fix CocoaPods casing in logs and comments.
+
+# Version 1.2.64 - Mar 16, 2018
+## Bug Fixes
+* Fixed bug in download_artifacts.gradle (used by Android Resolver) which
+  reported a failure if required artifacts already exist.
+
+# Version 1.2.63 - Mar 15, 2018
+## Bug Fixes
+* Fixed iOS Resolver include search paths taking precedence over system headers
+  when using project level resolution.
+* Fixed iOS Resolver includes relative to library root, when using project level
+  resolution.
+
+# Version 1.2.62 - Mar 12, 2018
+## Changes
+* Improved error reporting when a file can't be moved to trash by the
+  Version Handler.
+## Bug Fixes
+* Fixed Android Resolver throwing NullReferenceException when the Android SDK
+  path isn't set.
+* Fixed Version Handler renaming files with underscores if the
+  "Rename to Canonical Filenames" setting is enabled.
+
+# Version 1.2.61 - Jan 22, 2018
+## Bug Fixes
+* Fixed Android Resolver reporting non-existent conflicting dependencies when
+  Gradle build system is enabled.
+
+# Version 1.2.60 - Jan 12, 2018
+## Changes
+* Added support for Maven / Ivy version specifications for Android packages.
+* Added support for Android SNAPSHOT packages.
+
+## Bug Fixes
+* Fixed Openjdk version check.
+* Fixed non-deterministic Android package resolution when two packages contain
+  an artifact with the same name.
+
+# Version 1.2.59 - Oct 19, 2017
+## Bug Fixes
+* Fixed execution of Android Gradle resolution script when it's located
+  in a path with whitespace.
+
+# Version 1.2.58 - Oct 19, 2017
+## Changes
+* Removed legacy resolution method from Android Resolver.
+  It is now only possible to use the Gradle or Gradle prebuild resolution
+  methods.
+
+# Version 1.2.57 - Oct 18, 2017
+## Bug Fixes
+* Updated Gradle wrapper to 4.2.1 to fix issues using Gradle with the
+  latest Openjdk.
+* Android Gradle resolution now also uses gradle.properties to pass
+  parameters to Gradle in an attempt to workaround problems with
+  command line argument parsing on Windows 10.
+
+# Version 1.2.56 - Oct 12, 2017
+## Bug Fixes
+* Fixed Gradle artifact download with non-version locked artifacts.
+* Changed iOS resolver to only load dependencies at build time.
+
+# Version 1.2.55 - Oct 4, 2017
+## Bug Fixes
+* Force Android Resolution when the "Install Android Packages" setting changes.
+
+# Version 1.2.54 - Oct 4, 2017
+## Bug Fixes
+* Fixed execution of command line tools on Windows when the path to the tool
+  contains a single quote (apostrophe).  In this case we fallback to executing
+  the tool via the system shell.
+
+# Version 1.2.53 - Oct 2, 2017
+## New Features
+* Changed Android Resolver "resolution complete" dialog so that it now displays
+  failures.
+* Android Resolver now detects conflicting libraries that it does not manage
+  warning the user if they're newer than the managed libraries and prompting
+  the user to clean them up if they're older or at the same version.
+
+## Bug Fixes
+* Improved Android Resolver auto-resolution speed.
+* Fixed bug in the Gradle Android Resolver which would result in resolution
+  succeeding when some dependencies are not found.
+
+# Version 1.2.52 - Sep 25, 2017
+## New Features
+* Changed Android Resolver's Gradle resolution to resolve conflicting
+  dependencies across Google Play services and Android Support library packages.
+
+# Version 1.2.51 - Sep 20, 2017
+## Changes
+* Changed iOS Resolver to execute the CocoaPods "pod" command via the shell
+  by default.  Some developers customize their shell environment to use
+  custom ssh certs to access internal git repositories that host pods so
+  executing "pod" via the shell will work for these scenarios.
+  The drawback of executing "pod" via the shell could potentially cause
+  users problems if they break their shell environment.  Though users who
+  customize their shell environments will be able to resolve these issues.
+
+# Version 1.2.50 - Sep 18, 2017
+## New Features
+* Added option to disable the Gradle daemon in the Android Resolver.
+  This daemon is now disabled by default as some users are getting into a state
+  where multiple daemon instances are being spawned when changing dependencies
+  which eventually results in Android resolution failing until all daemon
+  processes are manually killed.
+
+## Bug Fixes
+* Android resolution is now always executed if the user declines the update
+  of their Android SDK.  This ensure users can continue to use out of date
+  Android SDK packages if they desire.
+
+# Version 1.2.49 - Sep 18, 2017
+## Bug Fixes
+* Removed modulemap parsing in iOS Resolver.
+  The framework *.modulemap did not need to be parsed by the iOS Resolver
+  when injecting Cocoapods into a Xcode project.  Simply adding a modular
+  framework to a Xcode project results in Xcode's Clang parsing the associated
+  modulemap and injecting any compile and link flags into the build process.
+
+# Version 1.2.48 - Sep 12, 2017
+## New Features
+* Changed settings to be per-project by default.
+
+## Bug Fixes
+* Added Google maven repository to fix GradlePrebuild resolution with Google
+  components.
+* Fixed Android Resolution failure with spaces in paths.
+
+# Version 1.2.47 - Aug 29, 2017
+## New Features
+* Android and iOS dependencies can now be specified using *Dependencies.xml
+  files.  This is now the preferred method for registering dependencies,
+  we may remove the API for dependency addition in future.
+* Added "Reset to Defaults" button to each settings dialog to restore default
+  settings.
+* Android Resolver now validates the configured JDK is new enough to build
+  recently released Android libraries.
+## Bug Fixes
+* Fixed a bug that caused dependencies with the "LATEST" version specification
+  to be ignored when using the Gradle mode of the Android Resolver.
+* Fixed a race condition when running Android Resolution.
+* Fixed Android Resolver logging if a PlayServicesSupport instance is created
+  with no logging enabled before the Android Resolver is initialized.
+* Fixed iOS resolver dialog in Unity 4.
+* Fixed iOS Cocoapod Xcode project integration in Unity 4.
+
+# Version 1.2.46 - Aug 22, 2017
+## Bug Fixes
+* GradlePrebuild Android resolver on Windows now correctly locates dependent
+  data files.
+
+# Version 1.2.45 - Aug 22, 2017
+## Bug Fixes
+* Improved Android package auto-resolution and fixed clean up of stale
+  dependencies when using Gradle dependency resolution.
+
+# Version 1.2.44 - Aug 21, 2017
+## Bug Fixes
+* Enabled autoresolution for Gradle Prebuild.
+* Made the command line dialog windows have selectable text.
+* Fixed incorrect "Android Settings" dialog disabled groups.
+* Updated PlayServicesResolver android platform detection to use the package
+  manager instead of the 'android' tool.
+* UnityCompat reflection methods 'GetAndroidPlatform' and
+  'GetAndroidBuildToolsVersion' are now Obsolete due to dependence on the
+  obsolete 'android' build tool.
+
+# Version 1.2.43 - Aug 18, 2017
+## Bug Fixes
+* Fixed Gradle resolution in the Android Resolver when running
+  PlayServicesResolver.Resolve() in parallel or spawning multiple
+  resolutions before the previous resolve completed.
+
+# Version 1.2.42 - Aug 17, 2017
+## Bug Fixes
+* Fixed Xcode project level settings not being applied by IOS Resolver when
+  Xcode project pod integration is enabled.
+
+# Version 1.2.41 - Aug 15, 2017
+## Bug Fixes
+* IOS Resolver's Xcode workspace pod integration is now disabled when Unity
+  Cloud Build is detected.  Unity Cloud Build does not follow the same build
+  process as the Unity editor and fails to open the generated xcworkspace at
+  this time.
+
+# Version 1.2.40 - Aug 15, 2017
+## Bug Fixes
+* Moved Android Resolver Gradle Prebuild scripts into Google.JarResolver.dll.
+  They are now extracted from the DLL when required.
+* AARs / JARs are now cleaned up when switching the Android resolution
+  strategy.
+
+# Version 1.2.39 - Aug 10, 2017
+## New Features
+* Android Resolver now supports resolution with Gradle.  This enables support
+  for non-local artifacts.
+## Bug Fixes
+* Android Resolver's Gradle Prebuild now uses Android build tools to determine
+  the Android platform tools version rather than relying upon internal Unity
+  APIs.
+* Android Resolver's Gradle Prebuild now correctly strips binaries that are
+  not required for the target ABI.
+
+# Version 1.2.38 - Aug 7, 2017
+## Bug Fixes
+* Fixed an issue in VersionHandler where disabled targets are ignored if
+  the "Any Platform" flag is set on a plugin DLL.
+
+# Version 1.2.37 - Aug 3, 2017
+## New Features
+* Exposed GooglePlayServices.PlayServicesResolver.Resolve() so that it's
+  possible for a script to be notified when AAR / Jar resolution is complete.
+  This makes it easier to setup a project to build from the command line.
+
+# Version 1.2.36 - Aug 3, 2017
+## New Features
+* VersionHandler.UpdateCompleteMethods allows a user to provide a list of
+  methods to be called when VersionHandlerImpl has completed an update.
+  This makes it easier to import a plugin and wait for VersionHandler to
+  execute prior executing a build.
+
+# Version 1.2.35 - Jul 28, 2017
+## New Features
+* VersionHandler will now rename Linux libraries so they can target Unity
+  versions that require different file naming.  Libraries need to be labelled
+  gvh_linuxlibname-${basename} in order to be considered for renaming.
+  e.g gvh\_linuxlibname-MyLib will be named MyLib.so in Unity 5.5 and below and
+  libMyLib.so in Unity 5.6 and above.
+
+# Version 1.2.34 - Jul 28, 2017
+## Bug Fixes
+* Made VersionHandler bootstrap module more robust when calling static
+  methods before the implementation DLL is loaded.
+
+# Version 1.2.33 - Jul 27, 2017
+## New Features
+* Added a bootstrap module for VersionHandler so the implementation
+  of the VersionHandler module can be versioned without resulting in
+  a compile error when imported at different versions across multiple
+  plugins.
+
+# Version 1.2.32 - Jul 20, 2017
+## New Features
+* Added support for build target selection based upon .NET framework
+  version in the VersionHandler.
+  When applying either gvh\_dotnet-3.5 or gvh\_dotnet-4.5 labels to
+  assets, the VersionHandler will only enable the asset for the
+  specified set of build targets when the matching .NET framework version
+  is selected in Unity 2017's project settings.  This allows assets
+  to be provided in a plugin that need to differ based upon .NET version.
+
+# Version 1.2.31 - Jul 5, 2017
+## Bug Fixes
+* Force expansion of AARs with native components when using Unity 2017
+  with the internal build system.  In contrast to Unity 5.x, Unity 2017's
+  internal build system does not include native libraries included in AARs.
+  Forcing expansion of AARs with native components generates an
+  Ant / Eclipse project for each AAR which is correctly included by Unity
+  2017's internal build system.
+
+# Version 1.2.30 - Jul 5, 2017
+## Bug Fixes
+* Fixed Cocoapods being installed when the build target isn't iOS.
+* Added support for malformed AARs with missing classes.jar.
+
+# Version 1.2.29 - Jun 16, 2017
+## New Features
+* Added support for the Android sdkmanager tool.
+
+# Version 1.2.28 - Jun 8, 2017
+## Bug Fixes
+* Fixed non-shell command line execution (regression from
+  Cocoapod installation patch).
+
+# Version 1.2.27 - Jun 7, 2017
+## Bug Fixes
+* Added support for stdout / stderr redirection when executing
+  commands in shell mode.
+  This fixes CocoaPod tool installation when shell mode is
+  enabled.
+* Fixed incremental builds when additional sources are specified
+  in the Podfile.
+
+# Version 1.2.26 - Jun 7, 2017
+## Bug Fixes
+* Fixed a crash when importing Version Handler into Unity 4.7.x.
+
+# Version 1.2.25 - Jun 7, 2017
+## Bug Fixes
+* Fixed an issue in the Jar Resolver which incorrectly notified
+  event handlers of bundle ID changes when the currently selected
+  (not active) build target changed in Unity 5.6 and above.
+
+# Version 1.2.24 - Jun 6, 2017
+## New Features
+* Added option to control file renaming in Version Handler settings.
+  Disabling file renaming (default option) significantly increases
+  the speed of file version management operations with the downside
+  that any files that are referenced directly by canonical filename
+  rather than asset ID will no longer be valid.
+* Improved logging in the Version Handler.
+## Bug Fixes
+* Fixed an issue in the Version Handler which caused it to not
+  re-enable plugins when re-importing a custom package with disabled
+  version managed files.
+
+# Version 1.2.23 - May 26, 2017
+## Bug Fixes
+* Fixed a bug with gradle prebuild resolver on windows.
+
+# Version 1.2.22 - May 19, 2017
+## Bug Fixes
+* Fixed a bug in the iOS resolver with incremental builds.
+* Fixed misdetection of Cocoapods support with Unity beta 5.6.
+
+# Version 1.2.21 - May 8, 2017
+## Bug Fixes
+* Fix for https://github.com/googlesamples/unity-jar-resolver/issues/48
+  Android dependency version number parsing when "-alpha" (etc.) are
+  included in dependency (AAR / JAR) versions.
+
+# Version 1.2.20 - May 8, 2017
+## Bug Fixes
+* Attempted to fix
+  https://github.com/googlesamples/unity-jar-resolver/issues/48
+  where a NullReferenceException could occur if a target file does not
+  have a valid version string.
+
+# Version 1.2.19 - May 4, 2017
+## Bug Fixes
+* Fixed Jar Resolver exploding and deleting AAR files it isn't managing.
+
+# Version 1.2.18 - May 4, 2017
+## New Features
+* Added support for preserving Unity pods such as when GVR is enabled.
+
+# Version 1.2.17 - Apr 20, 2017
+## Bug Fixes
+* Fixed auto-resolution when an Android application ID is modified.
+
+# Version 1.2.16 - Apr 17, 2017
+## Bug Fixes
+* Fixed Unity version number parsing on machines with a locale that uses
+  "," for decimal points.
+* Fixed null reference exception if JDK path isn't set.
+
+# Version 1.2.15 - Mar 17, 2017
+## New Features
+* Added warning when the Jar Resolver's background resolution is disabled.
+## Bug Fixes
+* Fixed support of AARs with native libraries when using Gradle.
+* Fixed extra repository paths when resolving dependencies.
+
+# Version 1.2.14 - Mar 7, 2017
+## New Features
+* Added experimental Android resolution using Gradle.
+  This alternative resolver supports proguard stripping with Unity's
+  internal build system.
+* Added Android support for single ABI builds when using AARs include
+  native libraries.
+* Disabled Android resolution on changes to all .cs and .js files.
+  File patterns that are monitored for auto-resolution can be added
+  using PlayServicesResolver.AddAutoResolutionFilePatterns().
+* Added tracking of resolved AARs and JARs so they can be cleaned up
+  if they're no longer referenced by a project.
+* Added persistence of AAR / JAR version replacement for each Unity
+  session.
+* Added settings dialog to the iOS resolver.
+* Integrated Cocoapod tool installation in the iOS resolver.
+* Added option to run pod tool via the shell.
+## Bug Fixes
+* Fixed build of some source Cocoapods (e.g Protobuf).
+* VersionHandler no longer prompts to delete obsolete manifests.
+* iOS resolver handles Cocoapod installation when using Ruby < 2.2.2.
+* Added workaround for package version selection when including
+  Google Play Services on Android.
+* Fixed support for pods that reference static libraries.
+* Fixed support for resource-only pods.
+
+# Version 1.2.12 - Feb 14, 2017
+## Bug Fixes
+* Fixed re-explosion of AARs when the bundle ID is modified.
+
+# Version 1.2.11 - Jan 30, 2017
+## New Features
+* Added support for Android Studio builds.
+* Added support for native (C/C++) shared libraries in AARs.
+
+# Version 1.2.10 - Jan 11, 2017
+## Bug Fixes
+* Fixed SDK manager path retrieval.
+* Also, report stderr when it's not possible to run the "pod" tool.
+* Handle exceptions thrown by Unity.Cecil on asset rename
+* Fixed IOSResolver to handle PlayerSettings.iOS.targetOSVersionString
+
+# Version 1.2.9 - Dec 7, 2016
+## Bug Fixes
+* Improved error reporting when "pod repo update" fails.
+* Added detection of xml format xcode projects generated by old Cocoapods
+  installations.
+
+# Version 1.2.8 - Dec 6, 2016
+## Bug Fixes
+* Increased speed of JarResolver resolution.
+* Fixed JarResolver caches getting out of sync with requested dependencies
+  by removing the caches.
+* Fixed JarResolver explode cache always being rewritten even when no
+  dependencies change.
+
+# Version 1.2.7 - Dec 2, 2016
+## Bug Fixes
+* Fixed VersionHandler build errors with Unity 5.5, due to the constantly
+  changing BuildTarget enum.
+* Added support for Unity configured JDK Path rather than requiring
+  JAVA_HOME to be set in the Jar Resolver.
+
+# Version 1.2.6 - Nov 15, 2016
+## Bug Fixes
+* Fixed IOSResolver errors when iOS support is not installed.
+* Added fallback to "pod" executable search which queries the Ruby Gems
+  package manager for the binary install location.
+
+# Version 1.2.5 - Nov 3, 2016
+## Bug Fixes
+* Added crude support for source only Cocoapods to the IOSResolver.
+
+# Version 1.2.4 - Oct 27, 2016
+## Bug Fixes
+* Automated resolution of out of date pod repositories.
+
+# Version 1.2.3 - Oct 25, 2016
+## Bug Fixes
+* Fixed exception when reporting conflicting dependencies.
+
+# Version 1.2.2 - Oct 17, 2016
+## Bug Fixes
+* Fixed issue working with Unity 5.5
+* Fixed issue with PlayServicesResolver corrupting other iOS dependencies.
+* Updated build script to use Unity distributed tools for building.
+
+# Version 1.2.1 - Jul 25, 2016
+## Bug Fixes
+* Removed 1.2 Resolver and hardcoded whitelist of AARs to expand.
+* Improved error reporting when the "jar" executable can't be found.
+* Removed the need to set JAVA_HOME if "jar" is in the user's path.
+* Fixed spurious copying of partially matching AARs.
+* Changed resolver to only copy / expand when source AARs change.
+* Auto-resolution of dependencies is now performed when the Android
+  build target is selected.
+
+## New Features
+* Expand AARs that contain manifests with variable expansion like
+  ${applicationId}.
+* Added optional logging in the JarResolverLib module.
+* Integration with the Android SDK manager for dependencies that
+  declare required Android SDK packages.
+
+# Version 1.2.0 - May 11 2016
+## Bug Fixes
+* Handles resolving dependencies when the artifacts are split across 2 repos.
+* #4 Misdetecting version for versions like 1.2-alpha.  These are now string
+  compared if alphanumeric
+* Removed resolver creation via reflection since it did not work all the time.
+  Now a resolver needs to be loaded externally (which is existing behavior).
+
+## New Features
+* Expose PlayServicesResolver properties to allow for script access.
+* Explodes firebase-common and firebase-measurement aar files to support
+  ${applicationId} substitution.
+
+# Version 1.1.1 - 25 Feb 2016
+## Bug Fixes
+* #1 Spaces in project path not handled when exploding Aar file.
+* #2 Script compilation error: TypeLoadException.
+
+# Version 1.1.0 - 5 Feb 2016
+## New Features
+* Adds friendly alert when JAVA_HOME is not set on Windows platforms.
+* Adds flag for disabling background resolution.
+* Expands play-services-measurement and replaces ${applicationId} with the
+  bundle Id.
+
+ ## Bug Fixes
+* Fixes infinite loop of resolution triggered by resolution.

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+Copyright (C) 2014 Google Inc.
+
+    Licensed under the Apache License, Version 2.0 (the "License");
+    you may not use this file except in compliance with the License.
+    You may obtain a copy of the License at
+
+        http://www.apache.org/licenses/LICENSE-2.0
+
+    Unless required by applicable law or agreed to in writing, software
+    distributed under the License is distributed on an "AS IS" BASIS,
+    WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+    See the License for the specific language governing permissions and
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+
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+   Licensed under the Apache License, Version 2.0 (the "License");
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+
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+
+====================================================================================================
+This package uses MiniJSON
+
+Copyright (c) 2013 Calvin Rien
+
+Based on the JSON parser by Patrick van Bergen
+http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html
+
+Simplified it so that it doesn't throw exceptions
+and can be used in Unity iPhone with maximum code stripping.
+
+Permission is hereby granted, free of charge, to any person obtaining
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+SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

+ 11 - 0
snipershooting/ShootSniper/Assets/ExternalDependencyManager/Editor/LICENSE.meta

@@ -0,0 +1,11 @@
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+guid: b91d7551a5d9453e914e5295af46195e
+labels:
+- gvh
+- gvh_version-12.2.1
+- gvhp_exportpath-ExternalDependencyManager/Editor/LICENSE
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 897 - 0
snipershooting/ShootSniper/Assets/ExternalDependencyManager/Editor/README.md

@@ -0,0 +1,897 @@
+# External Dependency Manager for Unity
+
+[![openupm](https://img.shields.io/npm/v/com.google.external-dependency-manager?label=openupm&registry_uri=https://package.openupm.com)](https://openupm.com/packages/com.google.external-dependency-manager/)
+[![openupm](https://img.shields.io/badge/dynamic/json?color=brightgreen&label=downloads&query=%24.downloads&suffix=%2Fmonth&url=https%3A%2F%2Fpackage.openupm.com%2Fdownloads%2Fpoint%2Flast-month%2Fcom.google.external-dependency-manager)](https://openupm.com/packages/com.google.external-dependency-manager/)
+
+## Overview
+
+The External Dependency Manager for Unity (EDM4U) (formerly Play Services
+Resolver/Jar Resolver) is intended to be used by any Unity package or user that
+requires:
+
+*   Android specific libraries (e.g
+    [AARs](https://developer.android.com/studio/projects/android-library.html))
+
+*   iOS [CocoaPods](https://cocoapods.org/)
+
+*   Version management of transitive dependencies
+
+*   Management of Package Manager (PM) Registries
+
+If you want to add and use iOS/Android dependencies directly in your project,
+then you should to install EDM4U in your project.
+
+If you are a package user and the plugin you are using depends on EDM4U, *and*
+the package does not include EDM4U as a package dependency already, then you
+should to install EDM4U in your project.
+
+If you are a UPM package maintainer and your package requires EDM4U, then you
+should add EDM4U as a
+[package dependency](https://docs.unity3d.com/2019.3/Documentation/Manual/upm-dependencies.html)
+in your package manifest (`package.json`):
+
+```json
+{
+  "dependencies": {
+    "com.google.external-dependency-manager": "1.2.178"
+  }
+}
+```
+
+You should still install EDM4U to test out the package during development.
+
+If you are a legacy `.unitypackage` package maintainer and your package requires
+EDM4U, please ask the user to install EDM4U separately. You should install EDM4U
+to test out the package during development.
+
+Updated releases are available on
+[GitHub](https://github.com/googlesamples/unity-jar-resolver)
+
+## Requirements
+
+The *Android Resolver* and *iOS Resolver* components of the plugin only work
+with Unity version 4.6.8 or higher.
+
+The *Version Handler* component only works with Unity 5.x or higher as it
+depends upon the `PluginImporter` UnityEditor API.
+
+The *Package Manager Resolver* component only works with Unity 2018.4 or above,
+when [scoped registry](https://docs.unity3d.com/Manual/upm-scoped.html) support
+was added to the Package Manager.
+
+## Getting Started
+
+Check out [troubleshooting](troubleshooting-faq.md) if you need help.
+
+### Install via OpenUPM
+
+EDM4U is available on
+[OpenUPM](https://openupm.com/packages/com.google.external-dependency-manager/):
+
+```shell
+openupm add com.google.external-dependency-manager
+```
+
+### Install via Google APIs for Unity
+
+EDM4U is available both in UPM and legacy `.unitypackage` formats on
+[Google APIs for Unity](https://developers.google.com/unity/archive#external_dependency_manager_for_unity).
+
+You may install the UPM version (.tgz) as a
+[local UPM package](https://docs.unity3d.com/Manual/upm-ui-local.html).
+
+You can also install EDM4U in your project as a `.unitypackage`. This is not
+recommended due to potential conflicts.
+
+### Conflict Resolution
+
+For historical reasons, a package maintainer may choose to embed EDM4U in their
+package for ease of installation. This will create a conflict when you try to
+install EDM4U with the steps above, or with another package with embedded EDM4U.
+If your project imported a `.unitypackage` that has a copy of EDM4U embedded in
+it, you may safely delete it from your Assets folder. If your project depends on
+another UPM package with EDM4U, please reach out to the package maintainer and
+ask them to replace it with a dependency to this package. In the meantime, you
+can workaround the issue by copying the package to your Packages folder (to
+create an
+[embedded package](https://docs.unity3d.com/Manual/upm-concepts.html#Embedded))
+and perform the steps yourself to avoid a dependency conflict.
+
+### Config file
+
+To start adding dependencies to your project, copy and rename the
+[SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml)
+file into your plugin and add the dependencies your project requires.
+
+The XML file needs to be under an `Editor` directory and match the name
+`*Dependencies.xml`. For example, `MyPlugin/Editor/MyPluginDependencies.xml`.
+
+## Usages
+
+### Android Resolver
+
+The Android Resolver copies specified dependencies from local or remote Maven
+repositories into the Unity project when a user selects Android as the build
+target in the Unity editor.
+
+For example, to add the Google Play Games library
+(`com.google.android.gms:play-services-games` package) at version `9.8.0` to the
+set of a plugin's Android dependencies:
+
+```xml
+<dependencies>
+  <androidPackages>
+    <androidPackage spec="com.google.android.gms:play-services-games:9.8.0">
+      <androidSdkPackageIds>
+        <androidSdkPackageId>extra-google-m2repository</androidSdkPackageId>
+      </androidSdkPackageIds>
+    </androidPackage>
+  </androidPackages>
+</dependencies>
+```
+
+The version specification (last component) supports:
+
+*   Specific versions e.g `9.8.0`
+
+*   Partial matches e.g `9.8.+` would match 9.8.0, 9.8.1 etc. choosing the most
+    recent version
+
+*   Latest version using `LATEST` or `+`. We do *not* recommend using this
+    unless you're 100% sure the library you depend upon will not break your
+    Unity plugin in future
+
+The above example specifies the dependency as a component of the Android SDK
+manager such that the Android SDK manager will be executed to install the
+package if it's not found. If your Android dependency is located on Maven
+central it's possible to specify the package simply using the `androidPackage`
+element:
+
+```xml
+<dependencies>
+  <androidPackages>
+    <androidPackage spec="com.google.api-client:google-api-client-android:1.22.0" />
+  </androidPackages>
+</dependencies>
+```
+
+#### Auto-resolution
+
+By default the Android Resolver automatically monitors the dependencies you have
+specified and the `Plugins/Android` folder of your Unity project. The resolution
+process runs when the specified dependencies are not present in your project.
+
+The *auto-resolution* process can be disabled via the `Assets > External
+Dependency Manager > Android Resolver > Settings` menu.
+
+Manual resolution can be performed using the following menu options:
+
+*   `Assets > External Dependency Manager > Android Resolver > Resolve`
+
+*   `Assets > External Dependency Manager > Android Resolver > Force Resolve`
+
+#### Deleting libraries
+
+Resolved packages are tracked via asset labels by the Android Resolver. They can
+easily be deleted using the `Assets > External Dependency Manager > Android
+Resolver > Delete Resolved Libraries` menu item.
+
+#### Android Manifest Variable Processing
+
+Some AAR files (for example play-services-measurement) contain variables that
+are processed by the Android Gradle plugin. Unfortunately, Unity does not
+perform the same processing when using Unity's Internal Build System, so the
+Android Resolver plugin handles known cases of this variable substitution by
+exploding the AAR into a folder and replacing `${applicationId}` with the
+`bundleID`.
+
+Disabling AAR explosion and therefore Android manifest processing can be done
+via the `Assets > External Dependency Manager > Android Resolver > Settings`
+menu. You may want to disable explosion of AARs if you're exporting a project to
+be built with Gradle/Android Studio.
+
+#### ABI Stripping
+
+Some AAR files contain native libraries (.so files) for each ABI supported by
+Android. Unfortunately, when targeting a single ABI (e.g x86), Unity does not
+strip native libraries for unused ABIs. To strip unused ABIs, the Android
+Resolver plugin explodes an AAR into a folder and removes unused ABIs to reduce
+the built APK size. Furthermore, if native libraries are not stripped from an
+APK (e.g you have a mix of Unity's x86 library and some armeabi-v7a libraries)
+Android may attempt to load the wrong library for the current runtime ABI
+completely breaking your plugin when targeting some architectures.
+
+AAR explosion and therefore ABI stripping can be disabled via the `Assets >
+External Dependency Manager > Android Resolver > Settings` menu. You may want to
+disable explosion of AARs if you're exporting a project to be built with
+Gradle/Android Studio.
+
+#### Resolution Strategies
+
+By default the Android Resolver will use Gradle to download dependencies prior
+to integrating them into a Unity project. This works with Unity's internal build
+system and Gradle/Android Studio project export.
+
+It's possible to change the resolution strategy via the `Assets > External
+Dependency Manager > Android Resolver > Settings` menu.
+
+##### Download Artifacts with Gradle
+
+Using the default resolution strategy, the Android resolver executes the
+following operations:
+
+-   Remove the result of previous Android resolutions. E.g Delete all files and
+    directories labeled with "gpsr" under `Plugins/Android` from the project.
+
+-   Collect the set of Android dependencies (libraries) specified by a project's
+    `*Dependencies.xml` files.
+
+-   Run `download_artifacts.gradle` with Gradle to resolve conflicts and, if
+    successful, download the set of resolved Android libraries (AARs, JARs).
+
+-   Process each AAR/JAR so that it can be used with the currently selected
+    Unity build system (e.g Internal vs. Gradle, Export vs. No Export). This
+    involves patching each reference to `applicationId` in the
+    `AndroidManifest.xml` with the project's bundle ID. This means resolution
+    must be run again if the bundle ID has changed.
+
+-   Move the processed AARs to `Plugins/Android` so they will be included when
+    Unity invokes the Android build.
+
+##### Integrate into mainTemplate.gradle
+
+Unity 5.6 introduced support for customizing the `build.gradle` used to build
+Unity projects with Gradle. When the *Patch mainTemplate.gradle* setting is
+enabled, rather than downloading artifacts before the build, Android resolution
+results in the execution of the following operations:
+
+-   Remove the result of previous Android resolutions. E.g Delete all files and
+    directories labeled with "gpsr" under `Plugins/Android` from the project and
+    remove sections delimited with `// Android Resolver * Start` and `// Android
+    Resolver * End` lines.
+
+-   Collect the set of Android dependencies (libraries) specified by a project's
+    `*Dependencies.xml` files.
+
+-   Rename any `.srcaar` files in the build to `.aar` and exclude them from
+    being included directly by Unity in the Android build as
+    `mainTemplate.gradle` will be patched to include them instead from their
+    local maven repositories.
+
+-   Inject the required Gradle repositories into `mainTemplate.gradle` at the
+    line matching the pattern `.*apply plugin:
+    'com\.android\.(application|library)'.*` or the section starting at the line
+    `// Android Resolver Repos Start`. If you want to control the injection
+    point in the file, the section delimited by the lines `// Android Resolver
+    Repos Start` and `// Android Resolver Repos End` should be placed in the
+    global scope before the `dependencies` section.
+
+-   Inject the required Android dependencies (libraries) into
+    `mainTemplate.gradle` at the line matching the pattern `***DEPS***` or the
+    section starting at the line `// Android Resolver Dependencies Start`. If
+    you want to control the injection point in the file, the section delimited
+    by the lines `// Android Resolver Dependencies Start` and `// Android
+    Resolver Dependencies End` should be placed in the `dependencies` section.
+
+-   Inject the packaging options logic, which excludes architecture specific
+    libraries based upon the selected build target, into `mainTemplate.gradle`
+    at the line matching the pattern `android +{` or the section starting at the
+    line `// Android Resolver Exclusions Start`. If you want to control the
+    injection point in the file, the section delimited by the lines `// Android
+    Resolver Exclusions Start` and `// Android Resolver Exclusions End` should
+    be placed in the global scope before the `android` section.
+
+#### Dependency Tracking
+
+The Android Resolver creates the
+`ProjectSettings/AndroidResolverDependencies.xml` to quickly determine the set
+of resolved dependencies in a project. This is used by the auto-resolution
+process to only run the expensive resolution process when necessary.
+
+#### Displaying Dependencies
+
+It's possible to display the set of dependencies the Android Resolver would
+download and process in your project via the `Assets > External Dependency
+Manager > Android Resolver > Display Libraries` menu item.
+
+### iOS Resolver
+
+The iOS resolver component of this plugin manages
+[CocoaPods](https://cocoapods.org/). A CocoaPods `Podfile` is generated and the
+`pod` tool is executed as a post build process step to add dependencies to the
+Xcode project exported by Unity.
+
+Dependencies for iOS are added by referring to CocoaPods.
+
+For example, to add the AdMob pod, version 7.0 or greater with bitcode enabled:
+
+```xml
+<dependencies>
+  <iosPods>
+    <iosPod name="Google-Mobile-Ads-SDK" version="~> 7.0" bitcodeEnabled="true"
+            minTargetSdk="6.0" addToAllTargets="false" />
+  </iosPods>
+</dependencies>
+```
+
+#### Integration Strategies
+
+The `CocoaPods` are either:
+
+*   Downloaded and injected into the Xcode project file directly, rather than
+    creating a separate xcworkspace. We call this `Xcode project` integration.
+
+*   If the Unity version supports opening a xcworkspace file, the `pod` tool is
+    used as intended to generate a xcworkspace which references the CocoaPods.
+    We call this `Xcode workspace` integration.
+
+The resolution strategy can be changed via the `Assets > External Dependency
+Manager > iOS Resolver > Settings` menu.
+
+##### Appending text to generated Podfile
+
+In order to modify the generated Podfile you can create a script like this:
+
+```csharp
+using System.IO;
+
+using UnityEditor;
+using UnityEditor.Callbacks;
+using UnityEngine;
+
+public class PostProcessIOS : MonoBehaviour
+{
+    // Must be between 40 and 50 to ensure that it's not overriden by Podfile generation (40) and
+    // that it's added before "pod install" (50).
+    [PostProcessBuildAttribute(45)]
+    private static void PostProcessBuild_iOS(BuildTarget target, string buildPath)
+    {
+        if (target == BuildTarget.iOS)
+        {
+            using (StreamWriter sw = File.AppendText(buildPath + "/Podfile"))
+            {
+                // E.g. add an app extension
+                sw.WriteLine("\ntarget 'NSExtension' do\n  pod 'Firebase/Messaging', '6.6.0'\nend");
+            }
+        }
+    }
+}
+```
+
+### Package Manager Resolver
+
+Adding registries to the
+[Package Manager](https://docs.unity3d.com/Manual/Packages.html) (PM) is a
+manual process. The Package Manager Resolver (PMR) component of this plugin
+makes it easy for plugin maintainers to distribute new PM registry servers and
+easy for plugin users to manage PM registry servers.
+
+#### Adding Registries
+
+For example, to add a registry for plugins in the scope `com.coolstuff`:
+
+```xml
+<registries>
+  <registry name="Cool Stuff"
+            url="https://unityregistry.coolstuff.com"
+            termsOfService="https://coolstuff.com/unityregistry/terms"
+            privacyPolicy="https://coolstuff.com/unityregistry/privacy">
+    <scopes>
+      <scope>com.coolstuff</scope>
+    </scopes>
+  </registry>
+</registries>
+```
+
+When PMR is loaded it will prompt the developer to add the registry to their
+project if it isn't already present in the `Packages/manifest.json` file.
+
+For more information, see Unity's documentation on
+[scoped package registries](https://docs.unity3d.com/Manual/upm-scoped.html).
+
+#### Managing Registries
+
+It's possible to add and remove registries that are specified via PMR XML
+configuration files via the following menu options:
+
+*   `Assets > External Dependency Manager > Package Manager Resolver > Add
+    Registries` will prompt the user with a window which allows them to add
+    registries discovered in the project to the Package Manager.
+
+*   `Assets > External Dependency Manager > Package Manager Resolver > Remove
+    Registries` will prompt the user with a window which allows them to remove
+    registries discovered in the project from the Package Manager.
+
+*   `Assets > External Dependency Manager > Package Manager Resolver > Modify
+    Registries` will prompt the user with a window which allows them to add or
+    remove registries discovered in the project.
+
+#### Migration
+
+PMR can migrate Version Handler packages installed in the `Assets` folder to PM
+packages. This requires the plugins to implement the following:
+
+*   `.unitypackage` must include a Version Handler manifests that describes the
+    components of the plugin. If the plugin has no dependencies the manifest
+    would just include the files in the plugin.
+
+*   The PM package JSON provided by the registry must include a keyword (in the
+    `versions.VERSION.keyword` list) that maps the PM package to a Version
+    Handler package using the format `vh-name:VERSION_HANDLER_MANIFEST_NAME`
+    where `VERSION_HANDLER_MANIFEST_NAME` is the name of the manifest defined in
+    the `.unitypackage`. For more information see the description of the
+    `gvhp_manifestname` asset label in the [Version Handler](#version-handler)
+    section.
+
+When using the `Assets > External Dependency Manager > Package Manager
+Resolver > Migrate Packages` menu option, PMR then will:
+
+*   List all Version Handler manager packages in the project.
+
+*   Search all available packages in the PM registries and fetch keywords
+    associated with each package parsing the Version Handler manifest names for
+    each package.
+
+*   Map each installed Version Handler package to a PM package.
+
+*   Prompt the user to migrate the discovered packages.
+
+*   Perform package migration for all selected packages if the user clicks the
+    `Apply` button.
+
+#### Configuration
+
+PMR can be configured via the `Assets > External Dependency Manager > Package
+Manager Resolver > Settings` menu option:
+
+*   `Add package registries` when enabled, when the plugin loads or registry
+    configuration files change, this will prompt the user to add registries that
+    are not present in the Package Manager.
+
+*   `Prompt to add package registries` will cause a developer to be prompted
+    with a window that will ask for confirmation before adding registries. When
+    this is disabled registries are added silently to the project.
+
+*   `Prompt to migrate packages` will cause a developer to be prompted with a
+    window that will ask for confirmation before migrating packages installed in
+    the `Assets` directory to PM packages.
+
+*   `Enable Analytics Reporting` when enabled, reports the use of the plugin to
+    the developers so they can make imrpovements.
+
+*   `Verbose logging` when enabled prints debug information to the console which
+    can be useful when filing bug reports.
+
+### Version Handler
+
+The Version Handler component of this plugin manages:
+
+*   Shared Unity plugin dependencies.
+
+*   Upgrading Unity plugins by cleaning up old files from previous versions.
+
+*   Uninstallation of plugins that are distributed with manifest files.
+
+*   Restoration of plugin assets to their original install locations if assets
+    are tagged with the `exportpath` label.
+
+Since the Version Handler needs to modify Unity asset metadata (`.meta` files),
+to enable/disable components, rename and delete asset files it does not work
+with Package Manager installed packages. It's still possible to include EDM4U in
+Package Manager packages, the Version Handler component simply won't do anything
+to PM plugins in this case.
+
+#### Using Version Handler Managed Plugins
+
+If a plugin is imported at multiple different versions into a project, if the
+Version Handler is enabled, it will automatically check all managed assets to
+determine the set of assets that are out of date and assets that should be
+removed. To disable automatic checking managed assets disable the `Enable
+version management` option in the `Assets > External Dependency Manager >
+Version Handler > Settings` menu.
+
+If version management is disabled, it's possible to check managed assets
+manually using the `Assets > External Dependency Manager > Version Handler >
+Update` menu option.
+
+##### Listing Managed Plugins
+
+Plugins managed by the Version Handler, those that ship with manifest files, can
+displayed using the `Assets > External Dependency Manager > Version Handler >
+Display Managed Packages` menu option. The list of plugins are written to the
+console window along with the set of files used by each plugin.
+
+##### Uninstalling Managed Plugins
+
+Plugins managed by the Version Handler, those that ship with manifest files, can
+be removed using the `Assets > External Dependency Manager > Version Handler >
+Uninstall Managed Packages` menu option. This operation will display a window
+that allows a developer to select a set of plugins to remove which will remove
+all files owned by each plugin excluding those that are in use by other
+installed plugins.
+
+Files managed by the Version Handler, those labeled with the `gvh` asset label,
+can be checked to see whether anything needs to be upgraded, disabled or removed
+using the `Assets > External Dependency Manager > Version Handler > Update` menu
+option.
+
+##### Restore Install Paths
+
+Some developers move assets around in their project which can make it harder for
+plugin maintainers to debug issues if this breaks Unity's
+[special folders](https://docs.unity3d.com/Manual/SpecialFolders.html) rules. If
+assets are labeled with their original install/export path (see
+`gvhp_exportpath` below), Version Handler can restore assets to their original
+locations when using the `Assets > External Dependency Manager > Version
+Handler > Move Files To Install Locations` menu option.
+
+##### Settings
+
+Some behavior of the Version Handler can be configured via the `Assets >
+External Dependency Manager > Version Handler > Settings` menu option.
+
+*   `Enable version management` controls whether the plugin should automatically
+    check asset versions and apply changes. If this is disabled the process
+    should be run manually when installing or upgrading managed plugins using
+    `Assets > External Dependency Manager > Version Handler > Update`.
+
+*   `Rename to canonical filenames` is a legacy option that will rename files to
+    remove version numbers and other labels from filenames.
+
+*   `Prompt for obsolete file deletion` enables the display of a window when
+    obsolete files are deleted allowing the developer to select which files to
+    delete and those to keep.
+
+*   `Allow disabling files via renaming` controls whether obsolete or disabled
+    files should be disabled by renaming them to `myfilename_DISABLED`. Renaming
+    to disable files is required in some scenarios where Unity doesn't support
+    removing files from the build via the PluginImporter.
+
+*   `Enable Analytics Reporting` enables/disables usage reporting to plugin
+    developers to improve the product.
+
+*   `Verbose logging` enables *very* noisy log output that is useful for
+    debugging while filing a bug report or building a new managed plugin.
+
+*   `Use project settings` saves settings for the plugin in the project rather
+    than system-wide.
+
+#### Redistributing a Managed Plugin
+
+The Version Handler employs a couple of methods for managing version selection,
+upgrade and removal of plugins.
+
+*   Each plugin can ship with a manifest file that lists the files it includes.
+    This makes it possible for Version Handler to calculate the difference in
+    assets between the most recent release of a plugin and the previous release
+    installed in a project. If a files are removed the Version Handler will
+    prompt the user to clean up obsolete files.
+
+*   Plugins can ship using assets with unique names, unique GUIDs and version
+    number labels. Version numbers can be attached to assets using labels or
+    added to the filename (e.g `myfile.txt` would be `myfile_version-x.y.z.txt).
+    This allows the Version Handler to determine which set of files are the same
+    file at different versions, select the most recent version and prompt the
+    developer to clean up old versions.
+
+Unity plugins can be managed by the Version Handler using the following steps:
+
+1.  Add the `gvh` asset label to each asset (file) you want Version Handler to
+    manage.
+
+1.  Add the `gvh_version-VERSION` label to each asset where `VERSION` is the
+    version of the plugin you're releasing (e.g 1.2.3).
+
+1.  Add the `gvhp_exportpath-PATH` label to each asset where `PATH` is the
+    export path of the file when the `.unitypackage` is created. This is used to
+    track files if they're moved around in a project by developers.
+
+1.  Optional: Add `gvh_targets-editor` label to each editor DLL in your plugin
+    and disable `editor` as a target platform for the DLL. The Version Handler
+    will enable the most recent version of this DLL when the plugin is imported.
+
+1.  Optional: If your plugin is included in other Unity plugins, you should add
+    the version number to each filename and change the GUID of each asset. This
+    allows multiple versions of your plugin to be imported into a Unity project,
+    with the Version Handler component activating only the most recent version.
+
+1.  Create a manifest text file named `MY_UNIQUE_PLUGIN_NAME_VERSION.txt` that
+    lists all the files in your plugin relative to the project root. Then add
+    the `gvh_manifest` label to the asset to indicate this file is a plugin
+    manifest.
+
+1.  Optional: Add a `gvhp_manifestname-NAME` label to your manifest file to
+    provide a human readable name for your package. If this isn't provided the
+    name of the manifest file will be used as the package name. NAME can match
+    the pattern `[0-9]+[a-zA-Z -]` where a leading integer will set the priority
+    of the name where `0` is the highest priority and preferably used as the
+    display name. The lowest value (i.e highest priority name) will be used as
+    the display name and all other specified names will be aliases of the
+    display name. Aliases can refer to previous names of the package allowing
+    renaming across published versions.
+
+1.  Redistribute EDM4U Unity plugin with your plugin. See the
+    [Plugin Redistribution](#plugin-redistribution) section for details.
+
+If you follow these steps:
+
+*   When users import a newer version of your plugin, files referenced by the
+    older version's manifest are cleaned up.
+
+*   The latest version of the plugin will be selected when users import multiple
+    packages that include your plugin, assuming the steps in
+    [Plugin Redistribution](#plugin-redistribution) are followed.
+
+## Background
+
+Many Unity plugins have dependencies upon Android specific libraries, iOS
+CocoaPods, and sometimes have transitive dependencies upon other Unity plugins.
+This causes the following problems:
+
+*   Integrating platform specific (e.g Android and iOS) libraries within a Unity
+    project can be complex and a burden on a Unity plugin maintainer.
+*   The process of resolving conflicting dependencies on platform specific
+    libraries is pushed to the developer attempting to use a Unity plugin. The
+    developer trying to use your plugin is very likely to give up when faced
+    with Android or iOS specific build errors.
+*   The process of resolving conflicting Unity plugins (due to shared Unity
+    plugin components) is pushed to the developer attempting to use your Unity
+    plugin. In an effort to resolve conflicts, the developer will very likely
+    attempt to resolve problems by deleting random files in your plugin, report
+    bugs when that doesn't work and finally give up.
+
+EDM4U provides solutions for each of these problems.
+
+### Android Dependency Management
+
+The *Android Resolver* component of this plugin will download and integrate
+Android library dependencies and handle any conflicts between plugins that share
+the same dependencies.
+
+Without the Android Resolver, typically Unity plugins bundle their AAR and JAR
+dependencies, e.g. a Unity plugin `SomePlugin` that requires the Google Play
+Games Android library would redistribute the library and its transitive
+dependencies in the folder `SomePlugin/Android/`. When a user imports
+`SomeOtherPlugin` that includes the same libraries (potentially at different
+versions) in `SomeOtherPlugin/Android/`, the developer using `SomePlugin` and
+`SomeOtherPlugin` will see an error when building for Android that can be hard
+to interpret.
+
+Using the Android Resolver to manage Android library dependencies:
+
+*   Solves Android library conflicts between plugins.
+*   Handles all of the various processing steps required to use Android
+    libraries (AARs, JARs) in Unity 4.x and above projects. Almost all versions
+    of Unity have - at best - partial support for AARs.
+*   (Experimental) Supports minification of included Java components without
+    exporting a project.
+
+### iOS Dependency Management
+
+The *iOS Resolver* component of this plugin integrates with
+[CocoaPods](https://cocoapods.org/) to download and integrate iOS libraries and
+frameworks into the Xcode project Unity generates when building for iOS. Using
+CocoaPods allows multiple plugins to utilize shared components without forcing
+developers to fix either duplicate or incompatible versions of libraries
+included through multiple Unity plugins in their project.
+
+### Package Manager Registry Setup
+
+The [Package Manager](https://docs.unity3d.com/Manual/Packages.html) (PM) makes
+use of [NPM](https://www.npmjs.com/) registry servers for package hosting and
+provides ways to discover, install, upgrade and uninstall packages. This makes
+it easier for developers to manage plugins within their projects.
+
+However, installing additional package registries requires a few manual steps
+that can potentially be error prone. The *Package Manager Resolver* component of
+this plugin integrates with [PM](https://docs.unity3d.com/Manual/Packages.html)
+to provide a way to auto-install PM package registries when a `.unitypackage` is
+installed which allows plugin maintainers to ship a `.unitypackage` that can
+provide access to their own PM registry server to make it easier for developers
+to manage their plugins.
+
+### Unity Plugin Version Management
+
+Finally, the *Version Handler* component of this plugin simplifies the process
+of managing transitive dependencies of Unity plugins and each plugin's upgrade
+process.
+
+For example, without the Version Handler plugin, if:
+
+*   Unity plugin `SomePlugin` includes `EDM4U` plugin at version 1.1.
+*   Unity plugin `SomeOtherPlugin` includes `EDM4U` plugin at version 1.2.
+
+The version of `EDM4U` included in the developer's project depends upon the
+order the developer imports `SomePlugin` or `SomeOtherPlugin`.
+
+This results in:
+
+*   `EDM4U` at version 1.2, if `SomePlugin` is imported then `SomeOtherPlugin`
+    is imported.
+*   `EDM4U` at version 1.1, if `SomeOtherPlugin` is imported then `SomePlugin`
+    is imported.
+
+The Version Handler solves the problem of managing transitive dependencies by:
+
+*   Specifying a set of packaging requirements that enable a plugin at different
+    versions to be imported into a Unity project.
+*   Providing activation logic that selects the latest version of a plugin
+    within a project.
+
+When using the Version Handler to manage `EDM4U` included in `SomePlugin` and
+`SomeOtherPlugin`, from the prior example, version 1.2 will always be the
+version activated in a developer's Unity project.
+
+Plugin creators are encouraged to adopt this library to ease integration for
+their customers. For more information about integrating EDM4U into your own
+plugin, see the [Plugin Redistribution](#plugin-redistribution) section of this
+document.
+
+## Analytics
+
+The External Dependency Manager for Unity plugin by default logs usage to Google
+Analytics. The purpose of the logging is to quantitatively measure the usage of
+functionality, to gather reports on integration failures and to inform future
+improvements to the developer experience of the External Dependency Manager
+plugin. Note that the analytics collected are limited to the scope of the EDM4U
+plugin’s usage.
+
+For details of what is logged, please refer to the usage of
+`EditorMeasurement.Report()` in the source code.
+
+## Plugin Redistribution
+
+If you are a package maintainer and your package depends on EDM4U, it is highly
+recommended to use the UPM format and add EDM4U as a dependency. If you must
+include it in your `.unitypackage`, redistributing `EDM4U` inside your own
+plugin might ease the integration process for your users.
+
+If you wish to redistribute `EDM4U` inside your plugin, you **must** follow
+these steps when importing the `external-dependency-manager-*.unitypackage`, and
+when exporting your own plugin package:
+
+1.  Import the `external-dependency-manager-*.unitypackage` into your plugin
+    project by
+    [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html),
+    ensuring that you add the `-gvh_disable` option.
+1.  Export your plugin by
+    [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html),
+    ensuring that you:
+    -   Include the contents of the `Assets/PlayServicesResolver` and
+        `Assets/ExternalDependencyManager` directory.
+    -   Add the `-gvh_disable` option.
+
+You **must** specify the `-gvh_disable` option in order for the Version Handler
+to work correctly!
+
+For example, the following command will import the
+`external-dependency-manager-1.2.46.0.unitypackage` into the project
+`MyPluginProject` and export the entire Assets folder to
+`MyPlugin.unitypackage`:
+
+```shell
+Unity -gvh_disable \
+      -batchmode \
+      -importPackage external-dependency-manager-1.2.46.0.unitypackage \
+      -projectPath MyPluginProject \
+      -exportPackage Assets MyPlugin.unitypackage \
+      -quit
+```
+
+### Background
+
+The *Version Handler* component relies upon deferring the load of editor DLLs so
+that it can run first and determine the latest version of a plugin component to
+activate. The build of `EDM4U` plugin has Unity asset metadata that is
+configured so that the editor components are not initially enabled when it's
+imported into a Unity project. To maintain this configuration when importing the
+`external-dependency-manager.unitypackage` into a Unity plugin project, you
+*must* specify the command line option `-gvh_disable` which will prevent the
+Version Handler component from running and changing the Unity asset metadata.
+
+## Building from Source
+
+To build this plugin from source you need the following tools installed: * Unity
+2021 and below (with iOS and Android modules installed) * Java 11
+
+You can build the plugin by running the following from your shell (Linux / OSX):
+
+```shell
+./gradlew build
+
+```
+
+or Windows:
+
+```shell
+./gradlew.bat build
+```
+
+If Java 11 is not your default Java command, add
+`-Dorg.gradle.java.home=<PATH_TO_JAVA_HOME>` to the command above.
+
+## Testing
+
+You can run the tests by running the following from your shell (Linux / OSX):
+
+```shell
+./gradlew test
+```
+
+or Windows:
+
+```shell
+./gradlew.bat test
+```
+
+The following properties can be set to narrow down the tests to run or change
+the test run behavior.
+
+*   `INTERACTIVE_MODE_TESTS_ENABLED` - Default to `1`. Set to `1` to enable
+    interactive mode tests, which requires GPU on the machine. Otherwise, only
+    run tests in the batch mode.
+*   `INCLUDE_TEST_TYPES` - Default to empty string, which means to include every
+    type of the test. To narrow down the types of test to run, set this
+    properties with a list of case-insensitive type strings separated by comma.
+    For instance, `-PINCLUDE_TEST_TYPES="Python,NUnit"` means to include only
+    Python tests and NUnit tests. See `TestTypeEnum` in `build.gradle` for
+    available options.
+*   `EXCLUDE_TEST_TYPES` - Default to empty string, which means to exclude none.
+    To add types of tests to exclude, set this properties with a list of
+    case-insensitive type strings separated by comma. For instance,
+    `-PEXCLUDE_TEST_TYPES="Python,NUnit"` means to exclude Python tests and
+    NUnit tests. See `TestTypeEnum` in `build.gradle` for available options.
+*   `INCLUDE_TEST_MODULES` - Default to empty string, which means to include the
+    tests for every modules. To narrow down modules to test, set this properties
+    with a list of case-insensitive module strings separated by comma. For
+    instance, `-PINCLUDE_TEST_MODULES="Tool,AndroidResolver"` means to run tests
+    for tools and Android Resolver only. See `TestModuleEnum` in `build.gradle`
+    for available options.
+*   `EXCLUDE_TEST_MODULES` - Default to empty string, which means to exclude
+    none. To add modules to exclude, set this properties with a list of
+    case-insensitive module strings separated by comma. For instance,
+    `-PEXCLUDE_TEST_MODULES="Tool,AndroidResolver"` means to run tests for any
+    modules other than tools and Android Resolver. See `TestModuleEnum` in
+    `build.gradle` for available options.
+*   `EXCLUDE_TESTS` - Default to empty string, which means to exclude none. To
+    add tests to exclude, set this properties with a list of case-insensitive
+    test names separated by comma. For instance,
+    `-PEXCLUDE_TESTS="testGenGuids,testDownloadArtifacts"` means to run tests
+    except the tests with name of `testGenGuids` and `testDownloadArtifacts`.
+*   `CONTINUE_ON_FAIL_FOR_TESTS_ENABLED` - Default to `1`. Set to `1` to
+    continue running the next test when the current one fails. Otherwise, the
+    build script stops whenever any test fails.
+
+For instance, by running the following command, it only runs the Unity
+integration tests that does not requires GPU, but exclude tests for Android
+Resolver module and iOS Resolver module.
+
+```shell
+./gradlew test \
+  -PINTERACTIVE_MODE_TESTS_ENABLED=0 \
+  -PINCLUDE_TEST_TYPES="Integration" \
+  -PEXCLUDE_TEST_MODULES="AndroidResolver,iOSResolver"
+```
+
+## Releasing
+
+Each time a new build of this plugin is checked into the source tree you need to
+do the following:
+
+*   Bump the plugin version variable `pluginVersion` in `build.gradle`
+*   Update `CHANGELOG.md` with the new version number and changes included in
+    the release.
+*   Build the release using `./gradlew release` which performs the following:
+    *   Updates `external-dependency-manager-*.unitypackage`
+    *   Copies the unpacked plugin to the `exploded` directory.
+    *   Updates template metadata files in the `plugin` directory. The GUIDs of
+        all asset metadata is modified due to the version number change. Each
+        file within the plugin is versioned to allow multiple versions of the
+        plugin to be imported into a Unity project which allows the most recent
+        version to be activated by the Version Handler component.
+*   Create release commit using `./gradlew gitCreateReleaseCommit` which
+    performs `git commit -a -m "description from CHANGELOG.md"`
+*   Once the release commit is merge, tag the release using `./gradlew
+    gitTagRelease` which performs the following:
+    *   `git tag -a pluginVersion -m "version RELEASE"` to tag the release.
+*   Update tags on remote branch using `git push --tag REMOTE HEAD:master`

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