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  1. UnityProject/Assets/Editor/TestBuilder.cs +102 -0
  2. UnityProject/Assets/Editor/TestBuilder.cs.meta +2 -0
  3. UnityProject/Packages/manifest.json +50 -0
  4. UnityProject/ProjectSettings/AudioManager.asset +19 -0
  5. UnityProject/ProjectSettings/BurstAotSettings_Android.json +17 -0
  6. UnityProject/ProjectSettings/BurstAotSettings_StandaloneOSX.json +16 -0
  7. UnityProject/ProjectSettings/BurstAotSettings_StandaloneWindows.json +17 -0
  8. UnityProject/ProjectSettings/BurstAotSettings_Switch.json +14 -0
  9. UnityProject/ProjectSettings/BurstAotSettings_iOS.json +14 -0
  10. UnityProject/ProjectSettings/ClusterInputManager.asset +6 -0
  11. UnityProject/ProjectSettings/CommonBurstAotSettings.json +6 -0
  12. UnityProject/ProjectSettings/DynamicsManager.asset +38 -0
  13. UnityProject/ProjectSettings/EditorBuildSettings.asset +27 -0
  14. UnityProject/ProjectSettings/EditorSettings.asset +47 -0
  15. UnityProject/ProjectSettings/GameCoreXboxOneSettings.asset +16 -0
  16. UnityProject/ProjectSettings/GraphicsSettings.asset +62 -0
  17. UnityProject/ProjectSettings/InputManager.asset +487 -0
  18. UnityProject/ProjectSettings/MemorySettings.asset +64 -0
  19. UnityProject/ProjectSettings/NavMeshAreas.asset +91 -0
  20. UnityProject/ProjectSettings/PackageManagerSettings.asset +36 -0
  21. UnityProject/ProjectSettings/Packages/com.unity.learn.iet-framework/Settings.json +11 -0
  22. UnityProject/ProjectSettings/Physics2DSettings.asset +56 -0
  23. UnityProject/ProjectSettings/PresetManager.asset +27 -0
  24. UnityProject/ProjectSettings/ProjectSettings.asset +1058 -0
  25. UnityProject/ProjectSettings/ProjectVersion.txt +2 -0
  26. UnityProject/ProjectSettings/QualitySettings.asset +248 -0
  27. UnityProject/ProjectSettings/RiderScriptEditorPersistedState.asset +15 -0
  28. UnityProject/ProjectSettings/SceneTemplateSettings.json +167 -0
  29. UnityProject/ProjectSettings/ShaderGraphSettings.asset +17 -0
  30. UnityProject/ProjectSettings/TagManager.asset +47 -0
  31. UnityProject/ProjectSettings/TimeManager.asset +9 -0
  32. UnityProject/ProjectSettings/TimelineSettings.asset +16 -0
  33. UnityProject/ProjectSettings/URPProjectSettings.asset +15 -0
  34. UnityProject/ProjectSettings/UnityConnectSettings.asset +36 -0
  35. UnityProject/ProjectSettings/VFXManager.asset +11 -0
  36. UnityProject/ProjectSettings/VersionControlSettings.asset +8 -0
  37. UnityProject/ProjectSettings/XRPackageSettings.asset +5 -0
  38. UnityProject/ProjectSettings/XRSettings.asset +10 -0
  39. UnityProject/app.py +110 -0
  40. UnityProject/requirements.txt +6 -0
UnityProject/Assets/Editor/TestBuilder.cs ADDED
@@ -0,0 +1,102 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ using UnityEngine;
2
+ using UnityEditor;
3
+ using System.IO;
4
+ using System.Collections.Generic;
5
+
6
+ public class TestBuilder
7
+ {
8
+ public static void ManualConvert()
9
+ {
10
+ // 1. BACA INPUT DARI HUGGING FACE
11
+ string inputFileName = GetArg("-inputFile");
12
+ if (string.IsNullOrEmpty(inputFileName))
13
+ {
14
+ Debug.LogError("❌ Tidak ada file input!");
15
+ return;
16
+ }
17
+
18
+ string rootPath = Directory.GetCurrentDirectory();
19
+ string inputPath = Path.Combine(rootPath, "Assets", inputFileName);
20
+ string outputDir = Path.Combine(rootPath, "output");
21
+ string outputFileName = Path.GetFileNameWithoutExtension(inputFileName) + ".zepeto";
22
+ string finalOutputPath = Path.Combine(outputDir, outputFileName);
23
+
24
+ // 2. IMPORT & OPTIMASI TEXTURE (RAHASIA KUALITAS)
25
+ // Kita paksa refresh agar Unity membaca settingan impor terbaru
26
+ AssetDatabase.ImportAsset($"Assets/{inputFileName}", ImportAssetOptions.ForceUpdate);
27
+
28
+ // Load Model
29
+ GameObject fbx = AssetDatabase.LoadAssetAtPath<GameObject>($"Assets/{inputFileName}");
30
+ if (fbx == null) return;
31
+
32
+ // 3. AUTO-OPTIMIZER: TEXTURE COMPRESSION
33
+ // Kita cari semua tekstur yang nempel di FBX ini dan set kompresinya
34
+ Renderer[] renderers = fbx.GetComponentsInChildren<Renderer>();
35
+ foreach (Renderer r in renderers)
36
+ {
37
+ foreach (Material m in r.sharedMaterials)
38
+ {
39
+ if (m.mainTexture != null)
40
+ {
41
+ string texPath = AssetDatabase.GetAssetPath(m.mainTexture);
42
+ TextureImporter ti = AssetImporter.GetAtPath(texPath) as TextureImporter;
43
+ if (ti != null)
44
+ {
45
+ // RAHASIA RAMPING 1: Pakai ASTC (Standar Mobile High Quality)
46
+ TextureImporterPlatformSettings settings = new TextureImporterPlatformSettings();
47
+ settings.name = "Android";
48
+ settings.overridden = true;
49
+ settings.maxTextureSize = 2048; // Batasi max 2K (Biar gak kegedean)
50
+ settings.format = TextureImporterFormat.ASTC_6x6; // Kompresi tinggi, kualitas bagus
51
+ settings.compressionQuality = 100;
52
+ ti.SetPlatformTextureSettings(settings);
53
+ ti.SaveAndReimport();
54
+ }
55
+ }
56
+ }
57
+ }
58
+
59
+ // 4. BUAT PREFAB
60
+ GameObject instance = (GameObject)PrefabUtility.InstantiatePrefab(fbx);
61
+ string prefabPath = "Assets/TempZepetoItem.prefab";
62
+ PrefabUtility.SaveAsPrefabAsset(instance, prefabPath);
63
+ GameObject.DestroyImmediate(instance);
64
+
65
+ // 5. BUILD ASSET BUNDLE (RAHASIA RAMPING 2)
66
+ // ChunkBasedCompression (LZ4) adalah standar Zepeto: Cepat load, ukuran kecil.
67
+ AssetBundleBuild[] buildMap = new AssetBundleBuild[1];
68
+ buildMap[0].assetBundleName = "zepeto_bundle";
69
+ buildMap[0].assetNames = new string[] { prefabPath };
70
+
71
+ BuildPipeline.BuildAssetBundles(
72
+ "TempBuild",
73
+ buildMap,
74
+ BuildAssetBundleOptions.ChunkBasedCompression | BuildAssetBundleOptions.StrictMode,
75
+ BuildTarget.Android // Zepeto base-nya Android/iOS
76
+ );
77
+
78
+ // 6. FINISHING
79
+ string generatedFile = Path.Combine(rootPath, "TempBuild", "zepeto_bundle");
80
+ if (File.Exists(generatedFile))
81
+ {
82
+ if (!Directory.Exists(outputDir)) Directory.CreateDirectory(outputDir);
83
+ if (File.Exists(finalOutputPath)) File.Delete(finalOutputPath);
84
+ File.Move(generatedFile, finalOutputPath);
85
+ Debug.Log($"βœ… [OPTIMIZED] File Zepeto Ramping Tersimpan: {finalOutputPath}");
86
+ }
87
+
88
+ // Bersihkan sampah
89
+ AssetDatabase.DeleteAsset($"Assets/{inputFileName}");
90
+ AssetDatabase.DeleteAsset(prefabPath);
91
+ }
92
+
93
+ private static string GetArg(string name)
94
+ {
95
+ var args = System.Environment.GetCommandLineArgs();
96
+ for (int i = 0; i < args.Length; i++)
97
+ {
98
+ if (args[i] == name && args.Length > i + 1) return args[i + 1];
99
+ }
100
+ return null;
101
+ }
102
+ }
UnityProject/Assets/Editor/TestBuilder.cs.meta ADDED
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+ fileFormatVersion: 2
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+ guid: d1d39f79b50e47d48b3b249aa8adc1b6
UnityProject/Packages/manifest.json ADDED
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+ {
2
+ "dependencies": {
3
+ "com.unity.cinemachine": "2.10.3",
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+ "com.unity.ide.rider": "3.0.36",
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+ "com.unity.ide.visualstudio": "2.0.22",
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+ "com.unity.ide.vscode": "1.2.5",
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+ "com.unity.inputsystem": "1.14.0",
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+ "com.unity.learn.iet-framework": "3.1.3",
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+ "com.unity.memoryprofiler": "1.1.6",
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+ "com.unity.recorder": "4.0.3",
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+ "com.unity.render-pipelines.universal": "14.0.12",
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+ "com.unity.render-pipelines.universal-config": "14.0.10",
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+ "com.unity.splines": "2.8.0",
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+ "com.unity.test-framework": "1.1.33",
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+ "com.unity.textmeshpro": "3.0.7",
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+ "com.unity.timeline": "1.7.7",
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+ "com.unity.ugui": "1.0.0",
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+ "com.unity.modules.ai": "1.0.0",
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+ "com.unity.modules.androidjni": "1.0.0",
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+ "com.unity.modules.animation": "1.0.0",
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+ "com.unity.modules.assetbundle": "1.0.0",
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+ "com.unity.modules.audio": "1.0.0",
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+ "com.unity.modules.cloth": "1.0.0",
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+ "com.unity.modules.director": "1.0.0",
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+ "com.unity.modules.imageconversion": "1.0.0",
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+ "com.unity.modules.imgui": "1.0.0",
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+ "com.unity.modules.jsonserialize": "1.0.0",
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+ "com.unity.modules.particlesystem": "1.0.0",
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+ "com.unity.modules.physics": "1.0.0",
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+ "com.unity.modules.physics2d": "1.0.0",
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+ "com.unity.modules.screencapture": "1.0.0",
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+ "com.unity.modules.terrain": "1.0.0",
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+ "com.unity.modules.terrainphysics": "1.0.0",
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+ "com.unity.modules.tilemap": "1.0.0",
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+ "com.unity.modules.ui": "1.0.0",
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+ "com.unity.modules.uielements": "1.0.0",
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+ "com.unity.modules.umbra": "1.0.0",
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+ "com.unity.modules.unityanalytics": "1.0.0",
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+ "com.unity.modules.unitywebrequest": "1.0.0",
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+ "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
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+ "com.unity.modules.unitywebrequestaudio": "1.0.0",
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+ "com.unity.modules.unitywebrequesttexture": "1.0.0",
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+ "com.unity.modules.unitywebrequestwww": "1.0.0",
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+ "com.unity.modules.vehicles": "1.0.0",
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+ "com.unity.modules.video": "1.0.0",
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+ "com.unity.modules.vr": "1.0.0",
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+ "com.unity.modules.wind": "1.0.0",
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+ "com.unity.modules.xr": "1.0.0"
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+ }
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+ }
UnityProject/ProjectSettings/AudioManager.asset ADDED
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+ AudioManager:
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+ m_ObjectHideFlags: 0
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+ m_Volume: 1
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+ Rolloff Scale: 1
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+ Doppler Factor: 1
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+ Default Speaker Mode: 2
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+ m_DSPBufferSize: 1024
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+ m_VirtualVoiceCount: 512
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+ m_RealVoiceCount: 32
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+ m_AmbisonicDecoderPlugin:
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+ m_DisableAudio: 0
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+ m_VirtualizeEffects: 1
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+ m_RequestedDSPBufferSize: 0
UnityProject/ProjectSettings/BurstAotSettings_Android.json ADDED
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UnityProject/ProjectSettings/BurstAotSettings_Switch.json ADDED
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+ - MainCameraOnly
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+ -
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+ -
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+ -
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+ -
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+ -
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+ -
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+ -
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+ - Cockpit
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+ - Cockpit_3DSkybox
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+ - Cockpit_3DSkybox_BG
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+ - Cockpit_Ally
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+ - Cockpit_Invader
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+ - Cockpit_BG
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+ - Cockpit_DepthClear
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+ -
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+ -
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+ -
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+ -
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+ -
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UnityProject/app.py ADDED
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1
+ import os
2
+ import shutil
3
+ import subprocess
4
+ import json
5
+ from fastapi import FastAPI, BackgroundTasks, HTTPException
6
+ from pydantic import BaseModel
7
+ from google.oauth2 import service_account
8
+ from googleapiclient.discovery import build
9
+ from googleapiclient.http import MediaIoBaseDownload, MediaFileUpload
10
+
11
+ app = FastAPI()
12
+
13
+ # --- KONFIGURASI UNITY (Milik Admin SaaS) ---
14
+ UNITY_PATH = "/opt/unity/Editor/Unity"
15
+ UNITY_EMAIL = os.getenv("UNITY_EMAIL")
16
+ UNITY_PASSWORD = os.getenv("UNITY_PASSWORD")
17
+ PROJECT_PATH = "/app/UnityProject" # Folder template yang di-upload di awal
18
+
19
+ # --- MODEL DATA DARI HONO ---
20
+ class ConversionRequest(BaseModel):
21
+ file_id: str # ID File FBX di Google Drive User
22
+ folder_id: str # ID Folder Output di Google Drive User
23
+ google_creds: dict # JSON Service Account User (Dikirim oleh Hono)
24
+ filename: str # Nama file asli (misal: baju.fbx)
25
+
26
+ # --- 1. AKTIVASI LISENSI SAAT SERVER NYALA ---
27
+ @app.on_event("startup")
28
+ async def startup_event():
29
+ print("πŸ”„ [SYSTEM] Melakukan Aktivasi Unity...")
30
+ if not UNITY_EMAIL or not UNITY_PASSWORD:
31
+ print("❌ [ERROR] Email/Password Unity belum diset di Secret!")
32
+ return
33
+
34
+ cmd = [
35
+ UNITY_PATH, "-batchmode", "-nographics",
36
+ "-username", UNITY_EMAIL, "-password", UNITY_PASSWORD,
37
+ "-quit", "-logFile", "-"
38
+ ]
39
+ subprocess.run(cmd, capture_output=True)
40
+ print("βœ… [SYSTEM] Unity Siap Digunakan!")
41
+
42
+ # --- 2. FUNGSI UTAMA: PROSES UNITY ---
43
+ def process_unity_conversion(req: ConversionRequest):
44
+ print(f"πŸš€ [JOB] Memulai proses untuk file: {req.filename}")
45
+
46
+ # A. AUTH GOOGLE DRIVE (Pake Credential User)
47
+ try:
48
+ creds = service_account.Credentials.from_service_account_info(req.google_creds)
49
+ service = build('drive', 'v3', credentials=creds)
50
+ except Exception as e:
51
+ print(f"❌ [AUTH] Gagal login Google Drive User: {e}")
52
+ return
53
+
54
+ # B. DOWNLOAD FBX DARI DRIVE USER
55
+ input_path = os.path.join(PROJECT_PATH, "Assets", req.filename)
56
+ try:
57
+ request = service.files().get_media(fileId=req.file_id)
58
+ with open(input_path, "wb") as fh:
59
+ downloader = MediaIoBaseDownload(fh, request)
60
+ done = False
61
+ while done is False:
62
+ status, done = downloader.next_chunk()
63
+ print(f"πŸ“₯ [DOWNLOAD] Berhasil download ke: {input_path}")
64
+ except Exception as e:
65
+ print(f"❌ [DOWNLOAD] Gagal download file: {e}")
66
+ return
67
+
68
+ # C. JALANKAN UNITY CONVERSION
69
+ # Pastikan script TestBuilder.cs sudah dimodifikasi untuk menerima -outputFile juga jika perlu
70
+ cmd = [
71
+ UNITY_PATH, "-batchmode", "-nographics",
72
+ "-projectPath", PROJECT_PATH,
73
+ "-executeMethod", "TestBuilder.ManualConvert",
74
+ "-inputFile", req.filename,
75
+ "-quit", "-logFile", "-"
76
+ ]
77
+ proc = subprocess.run(cmd, capture_output=True, text=True)
78
+
79
+ # Cek apakah berhasil
80
+ output_filename = req.filename.replace(".fbx", ".zepeto")
81
+ output_local_path = os.path.join(PROJECT_PATH, "output", output_filename)
82
+
83
+ if os.path.exists(output_local_path):
84
+ print("βœ… [UNITY] Build Sukses!")
85
+
86
+ # D. UPLOAD BALIK KE DRIVE USER
87
+ file_metadata = {
88
+ 'name': output_filename,
89
+ 'parents': [req.folder_id] # Masuk ke folder ZEPETO_OUTPUT user
90
+ }
91
+ media = MediaFileUpload(output_local_path, mimetype='application/octet-stream')
92
+ try:
93
+ file = service.files().create(body=file_metadata, media_body=media, fields='id').execute()
94
+ print(f"πŸ“€ [UPLOAD] Sukses upload ke Drive User! File ID: {file.get('id')}")
95
+ except Exception as e:
96
+ print(f"❌ [UPLOAD] Gagal upload ke Drive: {e}")
97
+ else:
98
+ print("❌ [UNITY] Build Gagal. Cek Log:")
99
+ print(proc.stdout)
100
+
101
+ # E. CLEANUP (Hapus file lokal biar RAM lega)
102
+ # if os.path.exists(input_path): os.remove(input_path)
103
+ # if os.path.exists(output_local_path): os.remove(output_local_path)
104
+
105
+ # --- 3. ENDPOINT API (Ditembak oleh Hono) ---
106
+ @app.post("/convert")
107
+ async def api_convert(req: ConversionRequest, background_tasks: BackgroundTasks):
108
+ # Jalankan di background agar Hono tidak timeout nungguin Unity
109
+ background_tasks.add_task(process_unity_conversion, req)
110
+ return {"status": "queued", "message": "Proses dimulai di background"}
UnityProject/requirements.txt ADDED
@@ -0,0 +1,6 @@
 
 
 
 
 
 
 
1
+ fastapi
2
+ uvicorn
3
+ python-multipart
4
+ aiofiles
5
+ google-api-python-client
6
+ google-auth