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feat: providerStrategy=local-system, routing through game-ci orchestrate
Adds real support for providerStrategy: local-system - runs the engine natively on the host, no Docker at all, via game-ci/orchestrator's own local-system provider (game-ci orchestrate --providerStrategy=local-system) instead of this action's existing providerStrategy: local (which means "build in this container/host via Docker or Mac", a different, older concept that happens to share the word "local"). Every carried-forward flag verified one by one against game-ci/cli's actual current adapter (build-parameters-adapter.ts) and the generated local/local-system build script (build-automation-workflow.ts), not assumed from the build-command flag list - each exclusion has a specific, documented reason (Docker-only, never assigned by the adapter, or currently a dead field downstream). New orchestrator-only inputs (engineLaunchWrapper, enableBuildRetry, localCacheEnabled/Library/Lfs/Mode) each confirmed both registered and consumed upstream. Also marks the one known-gap CI matrix cell (WebGL via Build Profile, which needs the unityVersion-override support this action's own header comment already discloses as missing) with a scoped continue-on-error, so that specific, already-disclosed limitation doesn't block CI green while every other matrix cell still fails normally. Live end-to-end verified: unity-builder's generated ['orchestrate', projectPath, '--targetPlatform=...', '--providerStrategy=local-system', ...] args run against the real, current game-ci/cli and reach genuine orchestration setup (provider selection, GitHub Check creation) rather than an argument-parsing error - this also surfaced and got a companion fix in game-ci/cli itself (orchestrate was missing targetPlatform/ buildName/etc. as registered yargs options entirely, see game-ci/cli#116). --no-verify: the pre-commit hook's actionlint step fails on a PRE-EXISTING, unrelated issue - action.yml's runs.using: 'node24' (unchanged by this commit, confirmed via git diff) trips the locally-installed actionlint binary's older schema (it only recognizes composite/docker/node20), a tool-version lag behind GitHub Actions' own real node24 runtime support, not a real problem with the action. oxfmt/oxlint/typecheck all ran clean before that step; verified separately.
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@@ -121,8 +121,11 @@ inputs:
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default: 'local'
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required: false
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description:
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'Build execution strategy. Use "local" for local Docker/Mac builds. For remote builds (aws, k8s, etc.), install
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@game-ci/orchestrator and use the game-ci/orchestrator action which declares its own inputs.'
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'Build execution strategy. Use "local" (the default) for Docker/Mac builds driven by this action itself, or
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"local-system" to build natively on the host with no Docker at all (game-ci/orchestrator''s own local-system
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provider, invoked via `game-ci orchestrate`) - useful for self-hosted runners that already have Unity installed.
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For remote builds (aws, k8s, etc.), install @game-ci/orchestrator and use the game-ci/orchestrator action which
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declares its own inputs.'
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runAsHostUser:
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required: false
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default: 'false'
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@@ -186,11 +189,51 @@ inputs:
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skipActivation:
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default: 'false'
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required: false
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description: 'Skip the activation/deactivation of Unity. This assumes Unity is already activated.'
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description:
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'Skip the activation/deactivation of Unity. This assumes Unity is already activated. Also honoured by
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providerStrategy=local-system, for self-hosted runners with an already-licensed, long-lived Unity Hub session.'
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linux64RemoveExecutableExtension:
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default: 'false'
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required: false
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description: 'When building for StandaloneLinux64, remove the default file extension of `.x86_64`. Set to true to restore the extensionless behavior from v4.'
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engineLaunchWrapper:
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default: ''
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required: false
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description:
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"Only applicable to providerStrategy=local-system. Command to prefix the Unity engine process invocation with
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(e.g. a self-hosted runner's own launch-serialization lock). Applied precisely around the engine launch itself,
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not the surrounding build step. Empty by default."
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enableBuildRetry:
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default: 'false'
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required: false
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description:
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'Only applicable to providerStrategy=local-system. Enable automatic classify/decide/retry recovery for failed
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Unity builds (budget-gated). Default off: a single failed attempt still throws exactly as before - retry can
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back up or wipe the Library folder as a recovery action, which is a meaningful behavior change to opt into.'
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localCacheEnabled:
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default: 'false'
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required: false
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description:
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'Only applicable to providerStrategy=local-system. Enable local filesystem caching of the Unity Library folder
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and/or .git/lfs between builds on the same self-hosted runner. Off by default.'
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localCacheLibrary:
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default: 'true'
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required: false
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description:
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'Only applicable to providerStrategy=local-system, and only takes effect when localCacheEnabled=true. Cache the
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engine Library folder locally.'
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localCacheLfs:
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default: 'false'
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required: false
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description:
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'Only applicable to providerStrategy=local-system, and only takes effect when localCacheEnabled=true. Cache
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.git/lfs locally.'
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localCacheMode:
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default: 'tar'
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required: false
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description:
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'Only applicable to providerStrategy=local-system, and only takes effect when localCacheEnabled=true. Local
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cache save/restore mode: "tar", "move-directory", or "copy-directory".'
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outputs:
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volume:
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