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Author SHA1 Message Date
frostebiteandClaude Opus 4.6 3d8edb0711 fix: replace orchestrator-develop branch references with main
The orchestrator-develop branch no longer exists. Update all fallback
clone commands and test fixtures to use main instead.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
2026-03-09 19:54:16 +00:00
frostebiteandClaude Opus 4.6 9cf65cf5fc feat: add CLAUDE.md for AI-assisted development
Adds a minimal CLAUDE.md covering project architecture, build system,
code conventions, testing, security considerations, and CI workflows.
Provides Claude Code with the context needed to assist with builds,
debugging, orchestrator work, and contributions.

Closes #801

Co-Authored-By: Claude Opus 4.6 <[email protected]>
2026-03-06 18:18:28 +00:00
293 changed files with 408455 additions and 81382 deletions
+4
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@@ -0,0 +1,4 @@
dist/
lib/
node_modules/
jest.config.js
+90
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@@ -0,0 +1,90 @@
{
"plugins": ["jest", "@typescript-eslint", "prettier", "unicorn"],
"extends": ["plugin:unicorn/recommended", "plugin:github/recommended", "plugin:prettier/recommended"],
"parser": "@typescript-eslint/parser",
"parserOptions": {
"ecmaVersion": 2020,
"sourceType": "module",
"extraFileExtensions": [".mjs"],
"ecmaFeatures": {
"impliedStrict": true
},
"project": "./tsconfig.json"
},
"env": {
"node": true,
"es6": true,
"jest/globals": true,
"es2020": true
},
"rules": {
// Error out for code formatting errors
"prettier/prettier": "error",
// Namespaces or sometimes needed
"import/no-namespace": "off",
// Properly format comments
"spaced-comment": ["error", "always"],
"lines-around-comment": [
"error",
{
"beforeBlockComment": true,
"beforeLineComment": true,
"allowBlockStart": true,
"allowObjectStart": true,
"allowArrayStart": true,
"allowClassStart": true,
"ignorePattern": "pragma|ts-ignore"
}
],
// Mandatory spacing
"padding-line-between-statements": [
"error",
{
"blankLine": "always",
"prev": "*",
"next": "return"
},
{
"blankLine": "always",
"prev": "directive",
"next": "*"
},
{
"blankLine": "any",
"prev": "directive",
"next": "directive"
}
],
// Enforce camelCase
"camelcase": "error",
// Allow forOfStatements
"no-restricted-syntax": ["error", "ForInStatement", "LabeledStatement", "WithStatement"],
// Continue is viable in forOf loops in generators
"no-continue": "off",
// From experience, named exports are almost always desired. I got tired of this rule
"import/prefer-default-export": "off",
// Unused vars are useful to keep method signatures consistent and documented
"@typescript-eslint/no-unused-vars": "off",
// For this project only use kebab-case
"unicorn/filename-case": [
"error",
{
"cases": {
"kebabCase": true
}
}
],
// Allow Array.from(set) mitigate TS2569 which would require '--downlevelIteration'
"unicorn/prefer-spread": "off",
// Temp disable to prevent mixing changes with other PRs
"i18n-text/no-en": "off"
},
"overrides": [
{
"files": ["jest.setup.js"],
"rules": {
"import/no-commonjs": "off"
}
}
]
}
+3 -1
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@@ -14,7 +14,9 @@ assignees: ''
<!--Steps to reproduce the behavior:--> <!--Steps to reproduce the behavior:-->
- **Expected behavior** -
**Expected behavior**
<!--A clear and concise description of what you expected to happen.--> <!--A clear and concise description of what you expected to happen.-->
@@ -1,92 +0,0 @@
name: Auto-retry known-transient CI flakes
# Careful, narrow auto-healing for this repo's OWN test CI - not a blanket
# "retry until green" mechanism. game-ci/cli's Unity build/activate steps
# already retry a specific, documented set of transient licensing errors
# in-process (up to --licenseRetryMaxAttempts, default 4, exponential
# backoff - see dist/platforms/{mac,ubuntu}/steps/{activate,build}.sh). That
# retries on the SAME runner instance, so it can't help when the underlying
# issue is runner-specific (e.g. a stuck Gatekeeper/codesign cache) rather
# than a genuinely transient network blip - all 4 in-process attempts then
# fail identically, and only a fresh job (potentially a different runner)
# has a chance.
#
# This workflow closes exactly that gap: if a build-tests-* run finishes
# with failed jobs, and EVERY failed job's log matches the exact same
# known-transient pattern the in-process retry already uses (nothing
# broader - a real compile error, a genuine license misconfiguration, or
# any other failure never matches and is never auto-retried), rerun the
# failed jobs once. If any failed job doesn't match, or this is already a
# retry (workflow_run.run_attempt > 1), do nothing - a human or agent needs
# to look at it.
on:
workflow_run:
workflows: ['Builds - MacOS', 'Builds - Ubuntu', 'Builds - Windows']
types: [completed]
permissions:
actions: write
contents: read
jobs:
retry-if-known-flake:
name: Retry if known-transient flake
runs-on: ubuntu-latest
if: github.event.workflow_run.conclusion == 'failure' && github.event.workflow_run.run_attempt == 1
steps:
- name: Check failed jobs against the known-transient pattern, rerun if all match
uses: actions/github-script@v7
env:
# Kept in sync with dist/platforms/{mac,ubuntu}/steps/{activate,build}.sh's
# own UNITY_*_TRANSIENT_LICENSE_ERROR_PATTERN - update both together.
TRANSIENT_PATTERN: 'TimeoutPolicy did not complete|Access token is unavailable|entitlement groups and 0 free entitlements|License activation has failed|No valid Unity Editor license found|License is not active'
with:
script: |
const runId = context.payload.workflow_run.id;
const pattern = new RegExp(process.env.TRANSIENT_PATTERN);
const { data: { jobs } } = await github.rest.actions.listJobsForWorkflowRun({
owner: context.repo.owner,
repo: context.repo.repo,
run_id: runId,
per_page: 100,
});
const failedJobs = jobs.filter((job) => job.conclusion === 'failure');
if (failedJobs.length === 0) {
core.info('No failed jobs found (a cancelled/skipped-only run) - nothing to do.');
return;
}
let allMatch = true;
for (const job of failedJobs) {
let log = '';
try {
const response = await github.rest.actions.downloadJobLogsForWorkflowRun({
owner: context.repo.owner,
repo: context.repo.repo,
job_id: job.id,
});
log = response.data.toString();
} catch (error) {
core.warning(`Could not fetch logs for job ${job.name} (${job.id}): ${error.message}`);
allMatch = false;
break;
}
if (!pattern.test(log)) {
core.info(`Job "${job.name}" failed without the known-transient pattern - not auto-retrying this run.`);
allMatch = false;
break;
}
core.info(`Job "${job.name}" failed with the known-transient pattern.`);
}
if (!allMatch) return;
core.info(`All ${failedJobs.length} failed job(s) matched the known-transient pattern - rerunning failed jobs.`);
await github.rest.actions.reRunWorkflowFailedJobs({
owner: context.repo.owner,
repo: context.repo.repo,
run_id: runId,
});
+6 -36
View File
@@ -12,19 +12,15 @@ jobs:
buildForAllPlatformsMacOS: buildForAllPlatformsMacOS:
name: ${{ matrix.targetPlatform }} on ${{ matrix.unityVersion }} name: ${{ matrix.targetPlatform }} on ${{ matrix.unityVersion }}
runs-on: macos-latest runs-on: macos-latest
# Kept as a backstop even after splitting the cache save below into its
# own bounded step: real builds finish in well under 40m, so this only
# fires if something else entirely hangs.
timeout-minutes: 60
strategy: strategy:
fail-fast: false fail-fast: false
matrix: matrix:
projectPath: projectPath:
- test-project - test-project
unityVersion: unityVersion:
- 2021.3.45f2 - 2021.3.45f1
- 2022.3.62f3 - 2022.3.13f1
- 2023.2.22f1 - 2023.2.2f1
targetPlatform: targetPlatform:
- StandaloneOSX # Build a MacOS executable - StandaloneOSX # Build a MacOS executable
- iOS # Build an iOS executable - iOS # Build an iOS executable
@@ -45,21 +41,12 @@ jobs:
lfs: true lfs: true
########################### ###########################
# Cache (restore) # # Cache #
########################### ###########################
# Split from the save side (below) rather than the combined - uses: actions/cache@v4
# actions/cache@v4: that action's implicit post-run save has been
# observed hanging indefinitely on macOS runners (unrelated to the
# cache key itself - confirmed by reproducing it again after fixing a
# real key collision here). A per-step timeout doesn't bound an
# implicit post-run cleanup step, only an explicit step does - and
# caching is a pure optimization, so losing one save is far cheaper
# than a job stuck "in_progress" for 1.5h+.
- uses: actions/cache/restore@v4
id: cache-restore
with: with:
path: ${{ matrix.projectPath }}/Library path: ${{ matrix.projectPath }}/Library
key: Library-${{ matrix.projectPath }}-macos-${{ matrix.targetPlatform }}-${{ matrix.unityVersion }}-${{ matrix.buildProfile }} key: Library-${{ matrix.projectPath }}-macos-${{ matrix.targetPlatform }}
restore-keys: | restore-keys: |
Library-${{ matrix.projectPath }}-macos- Library-${{ matrix.projectPath }}-macos-
Library- Library-
@@ -78,7 +65,6 @@ jobs:
env: env:
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }} UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }} UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }} UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }}
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }} UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
with: with:
@@ -99,19 +85,3 @@ jobs:
name: Build ${{ matrix.targetPlatform }} on MacOS (${{ matrix.unityVersion }})${{ matrix.buildProfile && ' With Build Profile' || '' }} name: Build ${{ matrix.targetPlatform }} on MacOS (${{ matrix.unityVersion }})${{ matrix.buildProfile && ' With Build Profile' || '' }}
path: build path: build
retention-days: 14 retention-days: 14
###########################
# Cache (save) #
###########################
# A bounded, non-fatal step (unlike the combined action's implicit
# post-run save): a hang here is killed after 5m instead of stalling
# the whole job, and continue-on-error means a failed/timed-out save
# never fails the build - only a real cache miss on the next run,
# which is a much cheaper failure mode.
- if: steps.cache-restore.outputs.cache-hit != 'true'
uses: actions/cache/save@v4
timeout-minutes: 5
continue-on-error: true
with:
path: ${{ matrix.projectPath }}/Library
key: ${{ steps.cache-restore.outputs.cache-primary-key }}
+12 -51
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@@ -9,7 +9,8 @@ concurrency:
cancel-in-progress: true cancel-in-progress: true
env: env:
UNITY_LICENSE: "<?xml version=\"1.0\" encoding=\"UTF-8\"?><root>\n <License UNITY_LICENSE:
"<?xml version=\"1.0\" encoding=\"UTF-8\"?><root>\n <License
id=\"Terms\">\n <MachineBindings>\n <Binding Key=\"1\" id=\"Terms\">\n <MachineBindings>\n <Binding Key=\"1\"
Value=\"576562626572264761624c65526f7578\"/>\n <Binding Key=\"2\" Value=\"576562626572264761624c65526f7578\"/>\n <Binding Key=\"2\"
Value=\"576562626572264761624c65526f7578\"/>\n </MachineBindings>\n <MachineID Value=\"576562626572264761624c65526f7578\"/>\n </MachineBindings>\n <MachineID
@@ -35,20 +36,9 @@ env:
jobs: jobs:
buildForAllPlatformsUbuntu: buildForAllPlatformsUbuntu:
name: "${{ matrix.targetPlatform }} on ${{ matrix.unityVersion}}${{startsWith(matrix.buildProfile, 'Assets') && ' (via Build Profile)' || '' }}" name:
"${{ matrix.targetPlatform }} on ${{ matrix.unityVersion}}${{startsWith(matrix.buildProfile, 'Assets') && ' (via Build Profile)' || '' }}"
runs-on: ubuntu-latest runs-on: ubuntu-latest
# See build-tests-mac.yml's matching comment - a per-step timeout doesn't
# bound an action's own implicit post-run cleanup step, only a job-level
# timeout does.
timeout-minutes: 60
# Known, disclosed gap (see #844's description and src/build-args.ts's own
# header comment): the CLI always detects the Unity version from the
# checked-out project's ProjectSettings/ProjectVersion.txt and has no flag
# to override it, so the one matrix cell that specifically needs a version
# override to exercise Unity 6's Build Profiles (`knownGap: true` below)
# is expected to fail until that's fixed upstream - every other cell must
# still fail the job normally.
continue-on-error: ${{ matrix.knownGap == true }}
strategy: strategy:
fail-fast: false fail-fast: false
matrix: matrix:
@@ -58,9 +48,9 @@ jobs:
projectPath: projectPath:
- test-project - test-project
unityVersion: unityVersion:
- 2021.3.45f2 - 2021.3.32f1
- 2022.3.62f3 - 2022.3.13f1
- 2023.2.22f1 - 2023.2.2f1
targetPlatform: targetPlatform:
- StandaloneOSX # Build a macOS standalone (Intel 64-bit) with mono backend. - StandaloneOSX # Build a macOS standalone (Intel 64-bit) with mono backend.
- StandaloneWindows64 # Build a Windows 64-bit standalone with mono backend. - StandaloneWindows64 # Build a Windows 64-bit standalone with mono backend.
@@ -108,9 +98,6 @@ jobs:
- unityVersion: 6000.0.36f1 - unityVersion: 6000.0.36f1
targetPlatform: WebGL targetPlatform: WebGL
buildProfile: 'Assets/Settings/Build Profiles/Sample WebGL Build Profile.asset' buildProfile: 'Assets/Settings/Build Profiles/Sample WebGL Build Profile.asset'
# Known gap: needs the unityVersion override the CLI doesn't
# support yet (see the job-level continue-on-error comment above).
knownGap: true
steps: steps:
- name: Clear Space for Android Build - name: Clear Space for Android Build
@@ -125,20 +112,12 @@ jobs:
lfs: true lfs: true
########################### ###########################
# Cache (restore) # # Cache #
########################### ###########################
# Split from the save side (below) rather than the combined - uses: actions/cache@v4
# actions/cache@v4: that action's implicit post-run save has been
# observed hanging indefinitely on GitHub-hosted runners, unrelated to
# the cache key itself. A per-step timeout doesn't bound an implicit
# post-run cleanup step, only an explicit step does - and caching is a
# pure optimization, so losing one save is far cheaper than a job
# stuck "in_progress" for well over an hour.
- uses: actions/cache/restore@v4
id: cache-restore
with: with:
path: ${{ matrix.projectPath }}/Library path: ${{ matrix.projectPath }}/Library
key: Library-${{ matrix.projectPath }}-ubuntu-${{ matrix.targetPlatform }}-${{ matrix.unityVersion }}-${{ matrix.buildProfile }} key: Library-${{ matrix.projectPath }}-ubuntu-${{ matrix.targetPlatform }}
restore-keys: | restore-keys: |
Library-${{ matrix.projectPath }}-ubuntu- Library-${{ matrix.projectPath }}-ubuntu-
Library- Library-
@@ -161,7 +140,6 @@ jobs:
env: env:
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }} UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }} UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with: with:
buildName: 'GameCI Test Build' buildName: 'GameCI Test Build'
projectPath: ${{ matrix.projectPath }} projectPath: ${{ matrix.projectPath }}
@@ -185,7 +163,6 @@ jobs:
env: env:
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }} UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }} UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with: with:
buildName: 'GameCI Test Build' buildName: 'GameCI Test Build'
projectPath: ${{ matrix.projectPath }} projectPath: ${{ matrix.projectPath }}
@@ -208,7 +185,6 @@ jobs:
env: env:
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }} UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }} UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with: with:
buildName: 'GameCI Test Build' buildName: 'GameCI Test Build'
projectPath: ${{ matrix.projectPath }} projectPath: ${{ matrix.projectPath }}
@@ -224,22 +200,7 @@ jobs:
########################### ###########################
- uses: actions/upload-artifact@v4 - uses: actions/upload-artifact@v4
with: with:
name: "Build ${{ matrix.targetPlatform }}${{ startsWith(matrix.buildProfile, 'Assets') && ' (via Build Profile)' || '' }} on Ubuntu (${{ matrix.unityVersion }}_il2cpp_${{ matrix.buildWithIl2cpp }}_params_${{ matrix.additionalParameters }})" name:
"Build ${{ matrix.targetPlatform }}${{ startsWith(matrix.buildProfile, 'Assets') && ' (via Build Profile)' || '' }} on Ubuntu (${{ matrix.unityVersion }}_il2cpp_${{ matrix.buildWithIl2cpp }}_params_${{ matrix.additionalParameters }})"
path: build path: build
retention-days: 14 retention-days: 14
###########################
# Cache (save) #
###########################
# A bounded, non-fatal step (unlike the combined action's implicit
# post-run save): a hang here is killed after 5m instead of stalling
# the whole job, and continue-on-error means a failed/timed-out save
# never fails the build - only a real cache miss on the next run,
# which is a much cheaper failure mode.
- if: steps.cache-restore.outputs.cache-hit != 'true'
uses: actions/cache/save@v4
timeout-minutes: 5
continue-on-error: true
with:
path: ${{ matrix.projectPath }}/Library
key: ${{ steps.cache-restore.outputs.cache-primary-key }}
+8 -69
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@@ -12,19 +12,15 @@ jobs:
buildForAllPlatformsWindows: buildForAllPlatformsWindows:
name: ${{ matrix.targetPlatform }} on ${{ matrix.unityVersion }} name: ${{ matrix.targetPlatform }} on ${{ matrix.unityVersion }}
runs-on: windows-2022 runs-on: windows-2022
# See build-tests-mac.yml's matching comment - a per-step timeout doesn't
# bound an action's own implicit post-run cleanup step, only a job-level
# timeout does.
timeout-minutes: 60
strategy: strategy:
fail-fast: false fail-fast: false
matrix: matrix:
projectPath: projectPath:
- test-project - test-project
unityVersion: unityVersion:
- 2021.3.45f2 - 2021.3.32f1
- 2022.3.62f3 - 2022.3.13f1
- 2023.2.22f1 - 2023.2.2f1
targetPlatform: targetPlatform:
- Android # Build an Android apk. - Android # Build an Android apk.
- StandaloneWindows64 # Build a Windows 64-bit standalone. - StandaloneWindows64 # Build a Windows 64-bit standalone.
@@ -43,7 +39,7 @@ jobs:
- unityVersion: 6000.0.36f1 - unityVersion: 6000.0.36f1
targetPlatform: StandaloneWindows64 targetPlatform: StandaloneWindows64
buildProfile: 'Assets/Settings/Build Profiles/Sample Windows Build Profile.asset' buildProfile: 'Assets/Settings/Build Profiles/Sample Windows Build Profile.asset'
steps: steps:
########################### ###########################
# Checkout # # Checkout #
@@ -53,20 +49,12 @@ jobs:
lfs: true lfs: true
########################### ###########################
# Cache (restore) # # Cache #
########################### ###########################
# Split from the save side (below) rather than the combined - uses: actions/cache@v4
# actions/cache@v4: that action's implicit post-run save has been
# observed hanging indefinitely on GitHub-hosted runners, unrelated to
# the cache key itself. A per-step timeout doesn't bound an implicit
# post-run cleanup step, only an explicit step does - and caching is a
# pure optimization, so losing one save is far cheaper than a job
# stuck "in_progress" for well over an hour.
- uses: actions/cache/restore@v4
id: cache-restore
with: with:
path: ${{ matrix.projectPath }}/Library path: ${{ matrix.projectPath }}/Library
key: Library-${{ matrix.projectPath }}-windows-${{ matrix.targetPlatform }}-${{ matrix.unityVersion }}-${{ matrix.buildProfile }} key: Library-${{ matrix.projectPath }}-windows-${{ matrix.targetPlatform }}
restore-keys: | restore-keys: |
Library-${{ matrix.projectPath }}-windows- Library-${{ matrix.projectPath }}-windows-
Library- Library-
@@ -78,34 +66,6 @@ jobs:
run: | run: |
Move-Item -Path "./test-project/ProjectSettings/ProjectSettingsIl2cpp.asset" -Destination "./test-project/ProjectSettings/ProjectSettings.asset" -Force Move-Item -Path "./test-project/ProjectSettings/ProjectSettingsIl2cpp.asset" -Destination "./test-project/ProjectSettings/ProjectSettings.asset" -Force
###########################
# Docker Readiness #
###########################
- name: Ensure Docker daemon is ready
timeout-minutes: 2
shell: powershell
run: |
$maxRetries = 10
$retryDelay = 6
for ($i = 0; $i -lt $maxRetries; $i++) {
$svc = Get-Service docker -ErrorAction SilentlyContinue
if ($svc -and $svc.Status -eq 'Running') {
docker version 2>$null
if ($LASTEXITCODE -eq 0) {
Write-Host "Docker is ready."
exit 0
}
}
if ($svc -and $svc.Status -eq 'Stopped') {
Write-Host "Docker service stopped, attempting to start..."
Start-Service docker -ErrorAction SilentlyContinue
}
Write-Host "Waiting for Docker daemon (attempt $($i+1)/$maxRetries)..."
Start-Sleep -Seconds $retryDelay
}
Write-Error "Docker daemon did not start within $($maxRetries * $retryDelay) seconds"
exit 1
########################### ###########################
# Build # # Build #
########################### ###########################
@@ -117,7 +77,6 @@ jobs:
env: env:
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }} UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }} UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }} UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }}
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }} UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
with: with:
@@ -145,7 +104,6 @@ jobs:
env: env:
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }} UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }} UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }} UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }}
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }} UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
with: with:
@@ -171,7 +129,6 @@ jobs:
env: env:
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }} UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }} UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }} UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }}
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }} UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
with: with:
@@ -189,24 +146,6 @@ jobs:
########################### ###########################
- uses: actions/upload-artifact@v4 - uses: actions/upload-artifact@v4
with: with:
name: name: Build ${{ matrix.targetPlatform }} on Windows (${{ matrix.unityVersion }})${{ matrix.enableGpu && ' With GPU' || '' }}${{ matrix.buildProfile && ' With Build Profile' || '' }}
Build ${{ matrix.targetPlatform }} on Windows (${{ matrix.unityVersion }})${{ matrix.enableGpu && ' With
GPU' || '' }}${{ matrix.buildProfile && ' With Build Profile' || '' }}
path: build path: build
retention-days: 14 retention-days: 14
###########################
# Cache (save) #
###########################
# A bounded, non-fatal step (unlike the combined action's implicit
# post-run save): a hang here is killed after 5m instead of stalling
# the whole job, and continue-on-error means a failed/timed-out save
# never fails the build - only a real cache miss on the next run,
# which is a much cheaper failure mode.
- if: steps.cache-restore.outputs.cache-hit != 'true'
uses: actions/cache/save@v4
timeout-minutes: 5
continue-on-error: true
with:
path: ${{ matrix.projectPath }}/Library
key: ${{ steps.cache-restore.outputs.cache-primary-key }}
+7 -24
View File
@@ -2,8 +2,7 @@ name: Integrity
on: on:
push: { branches: [main] } push: { branches: [main] }
pull_request: pull_request: {}
types: [opened, synchronize, reopened, labeled]
permissions: permissions:
contents: read contents: read
@@ -23,33 +22,17 @@ jobs:
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
- name: Install package manager (from package.json)
run: |
corepack enable
corepack install
- uses: actions/setup-node@v4 - uses: actions/setup-node@v4
with: with:
node-version: '18' node-version: '18'
- name: Resolve yarn cache folder - run: yarn
id: yarn-config
run: echo "cacheFolder=$(yarn config get cacheFolder)" >> "$GITHUB_OUTPUT"
- name: Restore yarn install cache (node_modules + cacheFolder + install-state)
uses: actions/cache@v4
with:
path: |
${{ steps.yarn-config.outputs.cacheFolder }}
.yarn/install-state.gz
key: yarn-v2-${{ runner.os }}-node-18-${{ hashFiles('yarn.lock') }}
restore-keys: |
yarn-v2-${{ runner.os }}-node-18-
- name: Install deps
env:
YARN_ENABLE_HARDENED_MODE: 'false'
run: |
case "$(yarn --version)" in 1.*) echo 'expected up-to-date yarn version'; exit 1 ;; esac
yarn install --immutable
- run: yarn lint - run: yarn lint
- run: yarn test:ci --coverage - run: yarn test:ci --coverage
- run: bash <(curl -s https://codecov.io/bash) - run: bash <(curl -s https://codecov.io/bash)
- run: yarn build || { echo "build command should always succeed" ; exit 61; } - run: yarn build || { echo "build command should always succeed" ; exit 61; }
# - run: yarn build --quiet && git diff --quiet dist || { echo "dist should be auto generated" ; git diff dist ; exit 62; } # - run: yarn build --quiet && git diff --quiet dist || { echo "dist should be auto generated" ; git diff dist ; exit 62; }
orchestrator:
name: Orchestrator Integrity
uses: ./.github/workflows/orchestrator-integrity.yml
secrets: inherit
@@ -0,0 +1,61 @@
name: Async Checks API
on:
workflow_dispatch:
inputs:
checksObject:
description: ''
required: false
default: ''
permissions:
checks: write
env:
GKE_ZONE: 'us-central1'
GKE_REGION: 'us-central1'
GKE_PROJECT: 'unitykubernetesbuilder'
GKE_CLUSTER: 'game-ci-github-pipelines'
GCP_LOGGING: true
GCP_PROJECT: unitykubernetesbuilder
GCP_LOG_FILE: ${{ github.workspace }}/orchestrator-logs.txt
# Commented out: Using LocalStack tests instead of real AWS
# AWS_REGION: eu-west-2
# AWS_ACCESS_KEY_ID: ${{ secrets.AWS_ACCESS_KEY_ID }}
# AWS_SECRET_ACCESS_KEY: ${{ secrets.AWS_SECRET_ACCESS_KEY }}
# AWS_DEFAULT_REGION: eu-west-2
# AWS_STACK_NAME: game-ci-github-pipelines
ORCHESTRATOR_BRANCH: ${{ github.ref }}
ORCHESTRATOR_DEBUG: true
ORCHESTRATOR_DEBUG_TREE: true
DEBUG: true
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
PROJECT_PATH: test-project
UNITY_VERSION: 2019.3.15f1
USE_IL2CPP: false
jobs:
asyncChecks:
name: Async Checks
if: github.event.event_type != 'pull_request_target'
runs-on: ubuntu-latest
steps:
- timeout-minutes: 180
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
PROJECT_PATH: test-project
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
GIT_PRIVATE_TOKEN: ${{ secrets.GITHUB_TOKEN }}
TARGET_PLATFORM: StandaloneWindows64
orchestratorTests: true
versioning: None
ORCHESTRATOR_CLUSTER: local-docker
# Commented out: Using LocalStack tests instead of real AWS
# AWS_STACK_NAME: game-ci-github-pipelines
CHECKS_UPDATE: ${{ github.event.inputs.checksObject }}
run: |
git clone -b main https://github.com/game-ci/unity-builder
cd unity-builder
yarn
ls
yarn run cli -m checks-update
File diff suppressed because it is too large Load Diff
-100
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@@ -1,100 +0,0 @@
name: Sync Secrets to Repositories
on:
workflow_dispatch:
inputs:
target_repo:
description: 'Target repository (org/repo format)'
required: true
default: 'game-ci/orchestrator'
type: choice
options:
- game-ci/orchestrator
- game-ci/cli
- game-ci/unity-test-runner
- game-ci/unity-activate
dry_run:
description: 'Dry run (list secrets to sync without writing)'
required: false
default: false
type: boolean
permissions:
contents: read
jobs:
sync-secrets:
name: Sync secrets to ${{ inputs.target_repo }}
runs-on: ubuntu-latest
steps:
- name: Sync secrets
env:
GH_TOKEN: ${{ secrets.GIT_PRIVATE_TOKEN }}
TARGET_REPO: ${{ inputs.target_repo }}
DRY_RUN: ${{ inputs.dry_run }}
# Secrets to sync — values come from repo + org secrets available here
SECRET_UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
SECRET_UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
SECRET_UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }}
SECRET_GIT_PRIVATE_TOKEN: ${{ secrets.GIT_PRIVATE_TOKEN }}
SECRET_GOOGLE_SERVICE_ACCOUNT_EMAIL: ${{ secrets.GOOGLE_SERVICE_ACCOUNT_EMAIL }}
SECRET_GOOGLE_SERVICE_ACCOUNT_KEY: ${{ secrets.GOOGLE_SERVICE_ACCOUNT_KEY }}
SECRET_CODECOV_TOKEN: ${{ secrets.CODECOV_TOKEN }}
SECRET_UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
SECRET_NPM_TOKEN: ${{ secrets.NPM_TOKEN }}
run: |
SECRETS=(
"UNITY_EMAIL:SECRET_UNITY_EMAIL"
"UNITY_PASSWORD:SECRET_UNITY_PASSWORD"
"UNITY_SERIAL:SECRET_UNITY_SERIAL"
"UNITY_LICENSE:SECRET_UNITY_LICENSE"
"GIT_PRIVATE_TOKEN:SECRET_GIT_PRIVATE_TOKEN"
"GOOGLE_SERVICE_ACCOUNT_EMAIL:SECRET_GOOGLE_SERVICE_ACCOUNT_EMAIL"
"GOOGLE_SERVICE_ACCOUNT_KEY:SECRET_GOOGLE_SERVICE_ACCOUNT_KEY"
"CODECOV_TOKEN:SECRET_CODECOV_TOKEN"
"NPM_TOKEN:SECRET_NPM_TOKEN"
)
synced=0
skipped=0
for entry in "${SECRETS[@]}"; do
name="${entry%%:*}"
env_var="${entry##*:}"
value="${!env_var}"
if [ -z "$value" ]; then
echo "⏭ SKIP: $name (not available in this repo's context)"
skipped=$((skipped + 1))
continue
fi
if [ "$DRY_RUN" = "true" ]; then
echo "🔍 DRY RUN: would sync $name → $TARGET_REPO"
else
# `gh secret set` reads the value from stdin only when --body is
# NOT passed. `--body -` does not mean "read stdin" - gh takes it
# literally, so this wrote the single character "-" as the value
# of every secret it synced, silently destroying them. (A secret
# whose value is "-" also makes Actions mask every hyphen in the
# logs, which mangles unrelated output like image tags:
# "unityci/editor:ubuntu***2022.3.7f1***linux***il2cpp***3".)
if gh secret set "$name" -R "$TARGET_REPO" --body "$value" 2>/dev/null; then
echo "✅ SYNCED: $name → $TARGET_REPO"
else
echo "⚠️ FAILED: $name → $TARGET_REPO (continuing)"
skipped=$((skipped + 1))
synced=$((synced - 1))
fi
fi
synced=$((synced + 1))
done
echo ""
echo "=== Summary ==="
echo "Synced: $synced"
echo "Skipped (not available): $skipped"
echo "Target: $TARGET_REPO"
if [ "$DRY_RUN" = "true" ]; then
echo "Mode: DRY RUN (no secrets were written)"
fi
@@ -1,205 +0,0 @@
name: Validate Community Plugins
on:
schedule:
# Run weekly on Sunday at 02:00 UTC
- cron: '0 2 * * 0'
workflow_dispatch:
inputs:
plugin_filter:
description: 'Filter plugins by name (regex pattern, empty = all)'
required: false
default: ''
unity_version:
description: 'Override Unity version (empty = use plugin default)'
required: false
default: ''
permissions:
contents: read
issues: write
jobs:
load-plugins:
name: Load Plugin Registry
runs-on: ubuntu-latest
outputs:
matrix: ${{ steps.parse.outputs.matrix }}
plugin_count: ${{ steps.parse.outputs.count }}
steps:
- uses: actions/checkout@v4
- name: Parse plugin registry
id: parse
uses: actions/github-script@v7
with:
script: |
const fs = require('fs');
const yaml = require('js-yaml');
const registry = yaml.load(fs.readFileSync('community-plugins.yml', 'utf8'));
let plugins = registry.plugins || [];
// Apply name filter if provided
const filter = '${{ github.event.inputs.plugin_filter }}';
if (filter) {
const regex = new RegExp(filter, 'i');
plugins = plugins.filter(p => regex.test(p.name));
}
// Expand platform matrix
const matrix = [];
for (const plugin of plugins) {
const platforms = plugin.platforms || ['StandaloneLinux64'];
for (const platform of platforms) {
matrix.push({
name: plugin.name,
package: plugin.package,
source: plugin.source || 'git',
unity: '${{ github.event.inputs.unity_version }}' || plugin.unity || '2021.3',
platform: platform,
timeout: plugin.timeout || 30
});
}
}
core.setOutput('matrix', JSON.stringify({ include: matrix }));
core.setOutput('count', matrix.length);
console.log(`Found ${matrix.length} plugin-platform combinations to validate`);
validate:
name: '${{ matrix.name }} (${{ matrix.platform }})'
needs: load-plugins
if: needs.load-plugins.outputs.plugin_count > 0
runs-on: ubuntu-latest
timeout-minutes: ${{ fromJson(matrix.timeout) }}
strategy:
fail-fast: false
matrix: ${{ fromJson(needs.load-plugins.outputs.matrix) }}
steps:
- uses: actions/checkout@v4
- name: Create test project
run: |
mkdir -p test-project/Assets
mkdir -p test-project/Packages
mkdir -p test-project/ProjectSettings
# Create minimal manifest.json
if [ "${{ matrix.source }}" = "git" ]; then
cat > test-project/Packages/manifest.json << 'MANIFEST'
{
"dependencies": {
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0"
}
}
MANIFEST
# Add git package via manifest
cd test-project
python3 -c "
import sys, json
manifest = json.load(sys.stdin)
manifest['dependencies']['${{ matrix.name }}'] = '${{ matrix.package }}'
json.dump(manifest, sys.stdout, indent=2)
" < Packages/manifest.json > Packages/manifest.tmp && mv Packages/manifest.tmp Packages/manifest.json
cd ..
fi
# Create minimal ProjectSettings
cat > test-project/ProjectSettings/ProjectVersion.txt << EOF
m_EditorVersion: ${{ matrix.unity }}
EOF
- name: Build with unity-builder
uses: ./
id: build
with:
projectPath: test-project
targetPlatform: ${{ matrix.platform }}
unityVersion: ${{ matrix.unity }}
continue-on-error: true
- name: Record result
if: always()
run: |
STATUS="${{ steps.build.outcome }}"
{
echo "## ${{ matrix.name }} — ${{ matrix.platform }}"
echo ""
if [ "$STATUS" = "success" ]; then
echo "✅ **PASSED** — Compiled and built successfully"
else
echo "❌ **FAILED** — Build or compilation failed"
fi
echo ""
echo "- Unity: ${{ matrix.unity }}"
echo "- Platform: ${{ matrix.platform }}"
echo "- Source: ${{ matrix.source }}"
echo "- Package: \`${{ matrix.package }}\`"
} >> "$GITHUB_STEP_SUMMARY"
report:
name: Validation Report
needs: [load-plugins, validate]
if: always()
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Generate summary
uses: actions/github-script@v7
with:
script: |
const { data: run } = await github.rest.actions.listJobsForWorkflowRun({
owner: context.repo.owner,
repo: context.repo.repo,
run_id: context.runId
});
const validateJobs = run.jobs.filter(j => j.name.startsWith('validate'));
const passed = validateJobs.filter(j => j.conclusion === 'success').length;
const failed = validateJobs.filter(j => j.conclusion === 'failure').length;
const total = validateJobs.length;
let summary = `# Community Plugin Validation Report\n\n`;
summary += `**${passed}/${total} passed** | ${failed} failed\n\n`;
summary += `| Plugin | Platform | Status |\n|--------|----------|--------|\n`;
for (const job of validateJobs) {
const icon = job.conclusion === 'success' ? '✅' : '❌';
summary += `| ${job.name} | | ${icon} ${job.conclusion} |\n`;
}
await core.summary.addRaw(summary).write();
// Create or update issue if there are failures
if (failed > 0) {
const title = `Community Plugin Validation: ${failed} failure(s) — ${new Date().toISOString().split('T')[0]}`;
const body = summary + `\n\n[Workflow Run](${context.serverUrl}/${context.repo.owner}/${context.repo.repo}/actions/runs/${context.runId})`;
const { data: issues } = await github.rest.issues.listForRepo({
owner: context.repo.owner,
repo: context.repo.repo,
state: 'open',
labels: 'community-plugin-validation'
});
if (issues.length > 0) {
await github.rest.issues.createComment({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: issues[0].number,
body: body
});
} else {
await github.rest.issues.create({
owner: context.repo.owner,
repo: context.repo.repo,
title: title,
body: body,
labels: ['community-plugin-validation']
});
}
}
-9
View File
@@ -7,12 +7,3 @@ yarn-error.log
.orig .orig
$LOG_FILE $LOG_FILE
temp/ temp/
# yarn 4 (berry)
.pnp.*
.yarn/*
!.yarn/patches
!.yarn/plugins
!.yarn/releases
!.yarn/sdks
!.yarn/versions
-7
View File
@@ -1,7 +0,0 @@
#!/usr/bin/env sh
yarn lint-staged
yarn typecheck
if command -v gitleaks >/dev/null 2>&1; then
gitleaks protect --staged --no-banner --redact
fi
-17
View File
@@ -1,17 +0,0 @@
{
"semi": true,
"singleQuote": true,
"trailingComma": "all",
"printWidth": 100,
"proseWrap": "preserve",
"sortPackageJson": false,
"ignorePatterns": [
"**/node_modules/**",
"**/dist/**",
"**/coverage/**",
"**/.yarn/**",
"default-build-script/**",
"test-runner/**",
"platforms/**"
]
}
-58
View File
@@ -1,58 +0,0 @@
{
"$schema": "./node_modules/oxlint/configuration_schema.json",
"plugins": ["typescript", "vitest", "unicorn", "oxc"],
"categories": {
"correctness": "error",
"suspicious": "error",
"perf": "error"
},
"rules": {
"vitest/require-mock-type-parameters": "off",
"vitest/valid-title": "off",
"vitest/valid-describe-callback": "off",
"vitest/expect-expect": "off",
"vitest/no-conditional-tests": "off",
"vitest/no-conditional-expect": "off",
"vitest/require-to-throw-message": "off",
"vitest/no-disabled-tests": "warn",
"unicorn/prefer-array-flat-map": "warn",
"typescript/no-explicit-any": "warn",
"typescript/ban-ts-comment": "off",
"typescript/no-namespace": "off",
"typescript/no-extraneous-class": "off",
"no-bitwise": "off",
"no-shadow": "off",
"no-await-in-loop": "off",
"no-underscore-dangle": "off",
"unicorn/no-array-sort": "off",
"unicorn/prefer-set-has": "off",
"unicorn/consistent-function-scoping": "off",
"unicorn/no-useless-spread": "warn",
"eslint/preserve-caught-error": "warn",
"oxc/no-map-spread": "warn"
},
"overrides": [
{
"files": ["**/*.test.ts", "**/*.spec.ts"],
"rules": {
"typescript/no-explicit-any": "off",
"no-unused-vars": "off"
}
}
],
"env": {
"browser": false,
"node": true,
"es2024": true,
"vitest/globals": true
},
"ignorePatterns": [
"**/node_modules/**",
"**/dist/**",
"**/coverage/**",
"**/.yarn/**",
"default-build-script/**",
"test-runner/**",
"platforms/**"
]
}
+2
View File
@@ -0,0 +1,2 @@
**/node_modules/**
**/dist/**
+7
View File
@@ -0,0 +1,7 @@
{
"semi": true,
"singleQuote": true,
"trailingComma": "all",
"printWidth": 120,
"proseWrap": "always"
}
+13 -3
View File
@@ -10,9 +10,19 @@
{ {
"type": "node", "type": "node",
"request": "launch", "request": "launch",
"name": "Debug Vitest Test", "name": "Debug Jest Test",
"program": "${workspaceRoot}/node_modules/vitest/vitest.mjs", "program": "${workspaceRoot}/node_modules/jest/bin/jest.js",
"args": ["run", "${relativeFile}"], "args": [
"--collectCoverage=false",
"--colors",
"--config",
"${workspaceRoot}/jest.config.js",
"--runInBand",
"--runTestsByPath",
"${relativeFile}",
"--testPathPattern=${fileDirname}",
"--testTimeout=10000000"
],
"outputCapture": "std", "outputCapture": "std",
"internalConsoleOptions": "openOnSessionStart", "internalConsoleOptions": "openOnSessionStart",
"envFile": "${workspaceRoot}/.env", "envFile": "${workspaceRoot}/.env",
+3
View File
@@ -0,0 +1,3 @@
save-prefix "^"
--install.audit true
--add.audit true
-10
View File
@@ -1,10 +0,0 @@
approvedGitRepositories:
- '**'
compressionLevel: mixed
enableGlobalCache: false
enableHardenedMode: false
nodeLinker: node-modules
+80
View File
@@ -0,0 +1,80 @@
# Unity-Builder
GitHub Action and CLI that builds Unity projects for multiple platforms. Part of the [GameCI](https://game.ci) project.
## Quick Reference
```bash
yarn # install dependencies
yarn build # full build: tsc → ncc bundle (src/ → lib/ → dist/index.js)
yarn test # run all tests (jest)
yarn test:ci # run tests in CI mode (single-threaded, 2min timeout)
yarn lint # prettier + eslint check
yarn format # auto-format with prettier
```
## Architecture
**Entry point:** `src/index.ts` → decides between CLI mode and GitHub Action mode.
**Two execution paths:**
1. **Local builds** — Docker container or native macOS (`src/model/docker.ts`, `src/model/mac-builder.ts`)
2. **Orchestrator builds** — Remote execution on AWS ECS, Kubernetes, or other providers (`src/model/orchestrator/`)
**Key modules:**
| Path | Purpose |
|---|---|
| `src/model/build-parameters.ts` | Central config object — all build settings flow through here |
| `src/model/input.ts` | Input resolution with priority: Action inputs → CLI flags → env override → env vars |
| `src/model/orchestrator/orchestrator.ts` | Remote build orchestration — provider selection, workflow execution |
| `src/model/orchestrator/providers/` | Provider plugin system (AWS, K8s, Docker, Local, Test) |
| `src/model/orchestrator/remote-client/` | Code that runs inside remote containers (caching, hooks, artifacts) |
| `src/model/orchestrator/workflows/` | Build workflow types (standard, custom, async) |
| `src/model/orchestrator/services/` | Logging, locking, resource tracking |
| `src/model/cli/` | CLI mode using commander — dispatches to `@CliFunction`-decorated methods |
| `action.yml` | GitHub Action manifest — all inputs/outputs defined here |
| `dist/index.js` | Bundled output (committed to repo, used by action.yml at runtime) |
**Provider interface:** All providers implement `ProviderInterface` (`providers/provider-interface.ts`) with methods: `setupWorkflow`, `runTaskInWorkflow`, `cleanupWorkflow`, `garbageCollect`, `listResources`, `listWorkflow`, `watchWorkflow`.
**Provider loading:** Providers can be built-in, loaded from npm, cloned from GitHub repos, or loaded from local paths (`provider-loader.ts`).
## Build System
The build pipeline is: `yarn` → `tsc` (src/ → lib/) → `ncc build lib` (lib/ → dist/index.js).
- **dist/ is committed** — GitHub Actions loads `dist/index.js` directly, no install step on runners
- **Pre-commit hooks** (lefthook) auto-run formatting, linting, related tests, and `yarn build` to keep dist/ in sync
- Runtime: Node 20 (configured via Volta and action.yml `runs.using: node20`)
## Code Conventions
- **Files:** kebab-case (enforced by eslint `unicorn/filename-case`)
- **Code:** camelCase variables/functions, PascalCase classes/types
- **Formatting:** Prettier — 120 char width, single quotes, trailing commas, semicolons
- **Linting:** ESLint with unicorn, github, prettier, jest plugins
- **TypeScript:** strict mode, ES2020 target, CommonJS modules, experimental decorators enabled
- **Blank line before return statements** (enforced)
- **Blank line before block/line comments** (enforced)
- **No `for...in` loops** — use `for...of`
## Testing
- **Framework:** Jest 27 with ts-jest
- **Pattern:** `**/*.test.ts` files colocated with source
- **Orchestrator tests:** Concentrated in `src/model/orchestrator/tests/`
- **Run specific tests:** `yarn test -t "pattern"` or `yarn jest path/to/file.test.ts`
- **Orchestrator integration tests** require `orchestratorTests=true` env var: `cross-env orchestratorTests=true yarn test -i -t "orchestrator"`
## Security
- **Never log, output, or hardcode credentials** — cloud provider secrets (AWS, GCP, K8s), Unity serial keys, keystores, and private tokens must stay in secret inputs
- **Input validation matters** — user-supplied hook commands and custom parameters can be injection vectors; use `shell-quote` for shell escaping
- **Keystore/license data** is base64-encoded in inputs and written to temp files at build time
## CI Workflows
- `integrity-check.yml` — lint, test, build on every push/PR
- `build-tests-{ubuntu,windows,mac}.yml` — matrix builds across Unity versions and platforms
- `orchestrator-integrity.yml` / `orchestrator-async-checks.yml` — orchestrator-specific validation
+112 -67
View File
@@ -10,15 +10,7 @@ inputs:
required: false required: false
default: 'auto' default: 'auto'
description: description:
'Version of unity to use for building the project. Use "auto" to get from your ProjectSettings/ProjectVersion.txt. 'Version of unity to use for building the project. Use "auto" to get from your ProjectSettings/ProjectVersion.txt'
A value other than "auto" is currently ignored - the underlying game-ci CLI always detects the version from the
checked-out project and has no override flag yet.'
cliVersion:
required: false
default: 'latest'
description:
'Release tag of the game-ci/cli binary to install and run (e.g. "v0.1.0"). Defaults to the latest release; pin
this for reproducible builds.'
customImage: customImage:
required: false required: false
default: '' default: ''
@@ -55,10 +47,6 @@ inputs:
required: false required: false
default: '' default: ''
description: 'Custom parameters to configure the build.' description: 'Custom parameters to configure the build.'
useHostNetwork:
required: false
default: false
description: 'Initialises Docker using the host network. (Linux only)'
versioning: versioning:
required: false required: false
default: 'Semantic' default: 'Semantic'
@@ -116,16 +104,11 @@ inputs:
gitPrivateToken: gitPrivateToken:
required: false required: false
default: '' default: ''
description: 'Github private token to pull from github' description: '[Orchestrator] Github private token to pull from github'
providerStrategy: githubOwner:
default: 'local'
required: false required: false
description: default: ''
'Build execution strategy. Use "local" (the default) for Docker/Mac builds driven by this action itself, or description: '[Orchestrator] GitHub owner name or organization/team name'
"local-system" to build natively on the host with no Docker at all (game-ci/orchestrator''s own local-system
provider, invoked via `game-ci orchestrate`) - useful for self-hosted runners that already have Unity installed.
For remote builds (aws, k8s, etc.), install @game-ci/orchestrator and use the game-ci/orchestrator action which
declares its own inputs.'
runAsHostUser: runAsHostUser:
required: false required: false
default: 'false' default: 'false'
@@ -135,7 +118,8 @@ inputs:
chownFilesTo: chownFilesTo:
required: false required: false
default: '' default: ''
description: 'User and optionally group (user or user:group or uid:gid) to give ownership of the resulting build artifacts' description:
'User and optionally group (user or user:group or uid:gid) to give ownership of the resulting build artifacts'
dockerCpuLimit: dockerCpuLimit:
required: false required: false
default: '' default: ''
@@ -165,7 +149,102 @@ inputs:
allowDirtyBuild: allowDirtyBuild:
required: false required: false
default: '' default: ''
description: 'Allows the branch of the build to be dirty, and still generate the build.' description: '[Orchestrator] Allows the branch of the build to be dirty, and still generate the build.'
postBuildSteps:
required: false
default: ''
description:
'[Orchestrator] run a post build job in yaml format with the keys image, secrets (name, value object array),
command string'
preBuildSteps:
required: false
default: ''
description:
'[Orchestrator] Run a pre build job after the repository setup but before the build job (in yaml format with the
keys image, secrets (name, value object array), command line string)'
containerHookFiles:
required: false
default: ''
description:
'[Orchestrator] Specify the names (by file name) of custom steps to run before or after orchestrator jobs, must
match a yaml step file inside your repo in the folder .game-ci/steps/'
customHookFiles:
required: false
default: ''
description:
'[Orchestrator] Specify the names (by file name) of custom hooks to run before or after orchestrator jobs, must
match a yaml step file inside your repo in the folder .game-ci/hooks/'
customCommandHooks:
required: false
default: ''
description: '[Orchestrator] Specify custom commands and trigger hooks (injects commands into jobs)'
customJob:
required: false
default: ''
description:
'[Orchestrator] Run a custom job instead of the standard build automation for orchestrator (in yaml format with the
keys image, secrets (name, value object array), command line string)'
awsStackName:
default: 'game-ci'
required: false
description: '[Orchestrator] The Cloud Formation stack name that must be setup before using this option.'
providerStrategy:
default: 'local'
required: false
description:
'[Orchestrator] Either local, k8s or aws can be used to run builds on a remote cluster. Additional parameters must
be configured.'
resourceTracking:
default: 'false'
required: false
description: '[Orchestrator] Enable resource tracking logs for disk usage and allocation summaries.'
containerCpu:
default: ''
required: false
description: '[Orchestrator] Amount of CPU time to assign the remote build container'
containerMemory:
default: ''
required: false
description: '[Orchestrator] Amount of memory to assign the remote build container'
readInputFromOverrideList:
default: ''
required: false
description: '[Orchestrator] Comma separated list of input value names to read from "input override command"'
readInputOverrideCommand:
default: ''
required: false
description:
'[Orchestrator] Extend game ci by specifying a command to execute to pull input from external source e.g cloud
provider secret managers'
kubeConfig:
default: ''
required: false
description:
'[Orchestrator] Supply a base64 encoded kubernetes config to run builds on kubernetes and stream logs until
completion.'
kubeVolume:
default: ''
required: false
description: '[Orchestrator] Supply a Persistent Volume Claim name to use for the Unity build.'
kubeStorageClass:
default: ''
required: false
description:
'[Orchestrator] Kubernetes storage class to use for orchestrator jobs, leave empty to install rook cluster.'
kubeVolumeSize:
default: '5Gi'
required: false
description: '[Orchestrator] Amount of disc space to assign the Kubernetes Persistent Volume'
cacheKey:
default: ''
required: false
description: '[Orchestrator] Cache key to indicate bucket for cache'
watchToEnd:
default: 'true'
required: false
description:
'[Orchestrator] Whether or not to watch the build to the end. Can be used for especially long running jobs e.g
imports or self-hosted ephemeral runners.'
cacheUnityInstallationOnMac: cacheUnityInstallationOnMac:
default: 'false' default: 'false'
required: false required: false
@@ -189,51 +268,17 @@ inputs:
skipActivation: skipActivation:
default: 'false' default: 'false'
required: false required: false
description: description: 'Skip the activation/deactivation of Unity. This assumes Unity is already activated.'
'Skip the activation/deactivation of Unity. This assumes Unity is already activated. Also honoured by cloneDepth:
providerStrategy=local-system, for self-hosted runners with an already-licensed, long-lived Unity Hub session.' default: '50'
linux64RemoveExecutableExtension:
default: 'false'
required: false required: false
description: 'When building for StandaloneLinux64, remove the default file extension of `.x86_64`. Set to true to restore the extensionless behavior from v4.' description: '[Orchestrator] Specifies the depth of the git clone for the repository. Use 0 for full clone.'
engineLaunchWrapper: orchestratorRepoName:
default: '' default: 'game-ci/unity-builder'
required: false required: false
description: description:
"Only applicable to providerStrategy=local-system. Command to prefix the Unity engine process invocation with '[Orchestrator] Specifies the repo for the unity builder. Useful if you forked the repo for testing, features, or
(e.g. a self-hosted runner's own launch-serialization lock). Applied precisely around the engine launch itself, fixes.'
not the surrounding build step. Empty by default."
enableBuildRetry:
default: 'false'
required: false
description:
'Only applicable to providerStrategy=local-system. Enable automatic classify/decide/retry recovery for failed
Unity builds (budget-gated). Default off: a single failed attempt still throws exactly as before - retry can
back up or wipe the Library folder as a recovery action, which is a meaningful behavior change to opt into.'
localCacheEnabled:
default: 'false'
required: false
description:
'Only applicable to providerStrategy=local-system. Enable local filesystem caching of the Unity Library folder
and/or .git/lfs between builds on the same self-hosted runner. Off by default.'
localCacheLibrary:
default: 'true'
required: false
description:
'Only applicable to providerStrategy=local-system, and only takes effect when localCacheEnabled=true. Cache the
engine Library folder locally.'
localCacheLfs:
default: 'false'
required: false
description:
'Only applicable to providerStrategy=local-system, and only takes effect when localCacheEnabled=true. Cache
.git/lfs locally.'
localCacheMode:
default: 'tar'
required: false
description:
'Only applicable to providerStrategy=local-system, and only takes effect when localCacheEnabled=true. Local
cache save/restore mode: "tar", "move-directory", or "copy-directory".'
outputs: outputs:
volume: volume:
@@ -251,5 +296,5 @@ branding:
icon: 'box' icon: 'box'
color: 'gray-dark' color: 'gray-dark'
runs: runs:
using: 'node24' using: 'node20'
main: 'dist/index.js' main: 'dist/index.js'
-27
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@@ -1,27 +0,0 @@
# Community Plugin Validation Registry
# Packages listed here are automatically tested on a schedule
# to ensure compatibility with unity-builder.
#
# Format:
# - name: Human-readable name
# package: UPM package name or git URL
# source: upm | git | asset-store
# unity: Minimum Unity version (optional, defaults to 2021.3)
# platforms: List of platforms to test (optional, defaults to [StandaloneLinux64])
# timeout: Build timeout in minutes (optional, defaults to 30)
plugins:
# Example entries — community members can submit PRs to add their packages
- name: UniTask
package: https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask
source: git
platforms: [StandaloneLinux64, StandaloneWindows64]
- name: NaughtyAttributes
package: https://github.com/dbrizov/NaughtyAttributes.git?path=Assets/NaughtyAttributes
source: git
- name: Unity Atoms
package: https://github.com/unity-atoms/unity-atoms.git
source: git
platforms: [StandaloneLinux64]
BIN
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+49
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@@ -0,0 +1,49 @@
Library/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
[Ll]ogs/
# Uncomment this line if you wish to ignore the asset store tools plugin
# [Aa]ssets/AssetStoreTools*
# IDEs
.vs/
.idea/
# Gradle cache directory
.gradle/
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ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties
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XboxOnePackageEncryption: 0
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XboxOneDescription:
XboxOneLanguage:
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XboxOneCapability: []
XboxOneGameRating: {}
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XboxOneEnhancedXboxCompatibilityMode: 0
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XboxOneSockets: {}
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XboxOneAllowedProductIds: []
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#
# Note: Non default ignore file, as this only tests Builder script.
#
[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
[Ll]ogs/
# Additional ignores
[Bb]in/
# Uncomment this line if you wish to ignore the asset store tools plugin
# [Aa]ssets/AssetStoreTools*
# IDEs
.vs/
.idea/
# Gradle cache directory
.gradle/
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.consulo/
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*.unityproj
#*.sln
*.suo
*.tmp
*.user
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*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
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*.pidb.meta
*.pdb.meta
*.mdb.meta
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sysinfo.txt
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*.unitypackage
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crashlytics-build.properties
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using System;
using System.Linq;
using System.Reflection;
using UnityBuilderAction.Input;
using UnityBuilderAction.Reporting;
using UnityBuilderAction.Versioning;
using UnityEditor;
using UnityEditor.Build.Reporting;
#if UNITY_6000_0_OR_NEWER
using UnityEditor.Build.Profile;
#endif
using UnityEngine;
namespace UnityBuilderAction
{
static class Builder
{
public static void BuildProject()
{
// Gather values from args
var options = ArgumentsParser.GetValidatedOptions();
// Set version for this build
VersionApplicator.SetVersion(options["buildVersion"]);
// Execute default AddressableAsset content build, if the package is installed.
// Version defines would be the best solution here, but Unity 2018 doesn't support that,
// so we fall back to using reflection instead.
var addressableAssetSettingsType = Type.GetType(
"UnityEditor.AddressableAssets.Settings.AddressableAssetSettings,Unity.Addressables.Editor");
if (addressableAssetSettingsType != null)
{
// ReSharper disable once PossibleNullReferenceException, used from try-catch
try
{
addressableAssetSettingsType.GetMethod("CleanPlayerContent", BindingFlags.Static | BindingFlags.Public)
.Invoke(null, new object[] {null});
addressableAssetSettingsType.GetMethod("BuildPlayerContent", new Type[0]).Invoke(null, new object[0]);
}
catch (Exception e)
{
Debug.LogError("Failed to run default addressables build:\n" + e);
}
}
// Get all buildOptions from options
BuildOptions buildOptions = BuildOptions.None;
foreach (string buildOptionString in Enum.GetNames(typeof(BuildOptions))) {
if (options.ContainsKey(buildOptionString)) {
BuildOptions buildOptionEnum = (BuildOptions) Enum.Parse(typeof(BuildOptions), buildOptionString);
buildOptions |= buildOptionEnum;
}
}
// Depending on whether the build is using a build profile, `buildPlayerOptions` will an instance
// of either `UnityEditor.BuildPlayerOptions` or `UnityEditor.BuildPlayerWithProfileOptions`
dynamic buildPlayerOptions;
if (options.TryGetValue("activeBuildProfile", out var buildProfilePath)) {
if (string.IsNullOrEmpty(buildProfilePath)) {
throw new Exception("`-activeBuildProfile` is set but with an empty value; this shouldn't happen");
}
#if UNITY_6000_0_OR_NEWER
// Load build profile from Assets folder
var buildProfile = AssetDatabase.LoadAssetAtPath<BuildProfile>(buildProfilePath)
?? throw new Exception("Build profile file not found at path: " + buildProfilePath);
// no need to set active profile, as already set by `-activeBuildProfile` CLI argument
// BuildProfile.SetActiveBuildProfile(buildProfile);
Debug.Log($"build profile: {buildProfile.name}");
// Define BuildPlayerWithProfileOptions
buildPlayerOptions = new BuildPlayerWithProfileOptions {
buildProfile = buildProfile,
locationPathName = options["customBuildPath"],
options = buildOptions,
};
#else // UNITY_6000_0_OR_NEWER
throw new Exception("Build profiles are not supported by this version of Unity (" + Application.unityVersion +")");
#endif // UNITY_6000_0_OR_NEWER
} else {
#if BUILD_PROFILE_LOADED
throw new Exception("Build profile's define symbol present; shouldn't happen");
#endif // BUILD_PROFILE_LOADED
// Gather values from project
var scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(s => s.path).ToArray();
#if UNITY_2021_2_OR_NEWER
// Determine subtarget
StandaloneBuildSubtarget buildSubtarget;
if (!options.TryGetValue("standaloneBuildSubtarget", out var subtargetValue) || !Enum.TryParse(subtargetValue, out buildSubtarget)) {
buildSubtarget = default;
}
#endif
BuildTarget buildTarget = (BuildTarget) Enum.Parse(typeof(BuildTarget), options["buildTarget"]);
// Define BuildPlayerOptions
buildPlayerOptions = new BuildPlayerOptions {
scenes = scenes,
locationPathName = options["customBuildPath"],
target = buildTarget,
options = buildOptions,
#if UNITY_2021_2_OR_NEWER
subtarget = (int) buildSubtarget
#endif
};
// Apply Android settings
if (buildTarget == BuildTarget.Android) {
VersionApplicator.SetAndroidVersionCode(options["androidVersionCode"]);
AndroidSettings.Apply(options);
}
}
// Perform build
BuildReport buildReport = BuildPipeline.BuildPlayer(buildPlayerOptions);
// Summary
BuildSummary summary = buildReport.summary;
StdOutReporter.ReportSummary(summary);
// Result
BuildResult result = summary.result;
StdOutReporter.ExitWithResult(result);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: dc057061ce9f406aa6b57a62d67fe9c0
timeCreated: 1575145310
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fileFormatVersion: 2
guid: b6e5ef18d769419d887b56665969442b
timeCreated: 1587503329
@@ -0,0 +1,150 @@
using System;
using System.Collections.Generic;
using UnityEditor;
using System.Reflection;
namespace UnityBuilderAction.Input
{
public static class AndroidSettings
{
public static void Apply(Dictionary<string, string> options)
{
#if UNITY_2019_1_OR_NEWER
if (options.TryGetValue("androidKeystoreName", out string keystoreName) && !string.IsNullOrEmpty(keystoreName))
{
PlayerSettings.Android.useCustomKeystore = true;
PlayerSettings.Android.keystoreName = keystoreName;
}
#endif
// Can't use out variable declaration as Unity 2018 doesn't support it
string keystorePass;
if (options.TryGetValue("androidKeystorePass", out keystorePass) && !string.IsNullOrEmpty(keystorePass))
PlayerSettings.Android.keystorePass = keystorePass;
string keyaliasName;
if (options.TryGetValue("androidKeyaliasName", out keyaliasName) && !string.IsNullOrEmpty(keyaliasName))
PlayerSettings.Android.keyaliasName = keyaliasName;
string keyaliasPass;
if (options.TryGetValue("androidKeyaliasPass", out keyaliasPass) && !string.IsNullOrEmpty(keyaliasPass))
PlayerSettings.Android.keyaliasPass = keyaliasPass;
string androidTargetSdkVersion;
if (options.TryGetValue("androidTargetSdkVersion", out androidTargetSdkVersion) && !string.IsNullOrEmpty(androidTargetSdkVersion))
{
var targetSdkVersion = AndroidSdkVersions.AndroidApiLevelAuto;
try
{
targetSdkVersion =
(AndroidSdkVersions) Enum.Parse(typeof(AndroidSdkVersions), androidTargetSdkVersion);
}
catch
{
UnityEngine.Debug.Log("Failed to parse androidTargetSdkVersion! Fallback to AndroidApiLevelAuto");
}
PlayerSettings.Android.targetSdkVersion = targetSdkVersion;
}
string androidExportType;
if (options.TryGetValue("androidExportType", out androidExportType) && !string.IsNullOrEmpty(androidExportType))
{
// Only exists in 2018.3 and above
PropertyInfo buildAppBundle = typeof(EditorUserBuildSettings)
.GetProperty("buildAppBundle", BindingFlags.Public | BindingFlags.Static);
switch (androidExportType)
{
case "androidStudioProject":
EditorUserBuildSettings.exportAsGoogleAndroidProject = true;
if (buildAppBundle != null)
buildAppBundle.SetValue(null, false, null);
break;
case "androidAppBundle":
EditorUserBuildSettings.exportAsGoogleAndroidProject = false;
if (buildAppBundle != null)
buildAppBundle.SetValue(null, true, null);
break;
case "androidPackage":
EditorUserBuildSettings.exportAsGoogleAndroidProject = false;
if (buildAppBundle != null)
buildAppBundle.SetValue(null, false, null);
break;
}
}
string symbolType;
if (options.TryGetValue("androidSymbolType", out symbolType) && !string.IsNullOrEmpty(symbolType))
{
#if UNITY_6000_0_OR_NEWER
switch (symbolType)
{
case "public":
SetDebugSymbols("SymbolTable");
break;
case "debugging":
SetDebugSymbols("Full");
break;
case "none":
SetDebugSymbols("None");
break;
}
#elif UNITY_2021_1_OR_NEWER
switch (symbolType)
{
case "public":
EditorUserBuildSettings.androidCreateSymbols = AndroidCreateSymbols.Public;
break;
case "debugging":
EditorUserBuildSettings.androidCreateSymbols = AndroidCreateSymbols.Debugging;
break;
case "none":
EditorUserBuildSettings.androidCreateSymbols = AndroidCreateSymbols.Disabled;
break;
}
#elif UNITY_2019_2_OR_NEWER
switch (symbolType)
{
case "public":
case "debugging":
EditorUserBuildSettings.androidCreateSymbolsZip = true;
break;
case "none":
EditorUserBuildSettings.androidCreateSymbolsZip = false;
break;
}
#endif
}
}
#if UNITY_6000_0_OR_NEWER
private static void SetDebugSymbols(string enumValueName)
{
// UnityEditor.Android.UserBuildSettings and Unity.Android.Types.DebugSymbolLevel are part of the Unity Android module.
// Reflection is used here to ensure the code works even if the module is not installed.
var debugSymbolsType = Type.GetType("UnityEditor.Android.UserBuildSettings+DebugSymbols, UnityEditor.Android.Extensions");
if (debugSymbolsType == null)
{
return;
}
var levelProp = debugSymbolsType.GetProperty("level", BindingFlags.Static | BindingFlags.Public);
if (levelProp == null)
{
return;
}
var enumType = Type.GetType("Unity.Android.Types.DebugSymbolLevel, Unity.Android.Types");
if (enumType == null)
{
return;
}
if (!Enum.TryParse(enumType, enumValueName, false , out var enumValue))
{
return;
}
levelProp.SetValue(null, enumValue);
}
#endif
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0d51cf8acfff8c941bb753e82750b60a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,100 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
namespace UnityBuilderAction.Input
{
public class ArgumentsParser
{
static string EOL = Environment.NewLine;
static readonly string[] Secrets = { "androidKeystorePass", "androidKeyaliasName", "androidKeyaliasPass" };
public static Dictionary<string, string> GetValidatedOptions()
{
Dictionary<string, string> validatedOptions;
ParseCommandLineArguments(out validatedOptions);
string projectPath;
if (!validatedOptions.TryGetValue("projectPath", out projectPath)) {
Console.WriteLine("Missing argument -projectPath");
EditorApplication.Exit(110);
}
#if UNITY_6000_0_OR_NEWER
var buildProfileSupport = true;
#else
var buildProfileSupport = false;
#endif // UNITY_6000_0_OR_NEWER
string buildProfile;
if (buildProfileSupport && validatedOptions.TryGetValue("activeBuildProfile", out buildProfile)) {
if (validatedOptions.ContainsKey("buildTarget")) {
Console.WriteLine("Extra argument -buildTarget");
EditorApplication.Exit(122);
}
} else {
string buildTarget;
if (!validatedOptions.TryGetValue("buildTarget", out buildTarget)) {
Console.WriteLine("Missing argument -buildTarget");
EditorApplication.Exit(120);
}
if (!Enum.IsDefined(typeof(BuildTarget), buildTarget)) {
Console.WriteLine(buildTarget + " is not a defined " + typeof(BuildTarget).Name);
EditorApplication.Exit(121);
}
}
string customBuildPath;
if (!validatedOptions.TryGetValue("customBuildPath", out customBuildPath)) {
Console.WriteLine("Missing argument -customBuildPath");
EditorApplication.Exit(130);
}
const string defaultCustomBuildName = "TestBuild";
string customBuildName;
if (!validatedOptions.TryGetValue("customBuildName", out customBuildName)) {
Console.WriteLine("Missing argument -customBuildName, defaulting to" + defaultCustomBuildName);
validatedOptions.Add("customBuildName", defaultCustomBuildName);
} else if (customBuildName == "") {
Console.WriteLine("Invalid argument -customBuildName, defaulting to" + defaultCustomBuildName);
validatedOptions.Add("customBuildName", defaultCustomBuildName);
}
return validatedOptions;
}
static void ParseCommandLineArguments(out Dictionary<string, string> providedArguments)
{
providedArguments = new Dictionary<string, string>();
string[] args = Environment.GetCommandLineArgs();
Console.WriteLine(
EOL +
"###########################" + EOL +
"# Parsing settings #" + EOL +
"###########################" + EOL +
EOL
);
// Extract flags with optional values
for (int current = 0, next = 1; current < args.Length; current++, next++) {
// Parse flag
bool isFlag = args[current].StartsWith("-");
if (!isFlag) continue;
string flag = args[current].TrimStart('-');
// Parse optional value
bool flagHasValue = next < args.Length && !args[next].StartsWith("-");
string value = flagHasValue ? args[next].TrimStart('-') : "";
bool secret = Secrets.Contains(flag);
string displayValue = secret ? "*HIDDEN*" : "\"" + value + "\"";
// Assign
Console.WriteLine("Found flag \"" + flag + "\" with value " + displayValue);
providedArguments.Add(flag, value);
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 46d2ec4a86604575be2b2d02b0df7b74
timeCreated: 1587503354
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 166f919334c44e7a80ae916667974e7d
timeCreated: 1587503566
@@ -0,0 +1,36 @@
using System;
using UnityEngine;
using UnityEditor;
namespace UnityBuilderAction.Reporting
{
[InitializeOnLoad]
static class CompileListener
{
static CompileListener()
{
if (Application.isBatchMode)
{
Application.logMessageReceived += Application_logMessageReceived;
}
}
private static void Application_logMessageReceived(string condition, string stackTrace, LogType type)
{
string prefix = "";
switch (type)
{
case LogType.Error:
prefix = "error";
break;
case LogType.Warning:
prefix = "warning";
break;
case LogType.Exception:
prefix = "error";
break;
}
Console.WriteLine(Environment.NewLine + "::" + prefix + "::" + condition + Environment.NewLine + stackTrace);
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: fad44373fb7b61a4bb584e2675795aca
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,50 @@
using System;
using UnityEditor;
using UnityEditor.Build.Reporting;
namespace UnityBuilderAction.Reporting
{
public class StdOutReporter
{
static string EOL = Environment.NewLine;
public static void ReportSummary(BuildSummary summary)
{
Console.WriteLine(
EOL +
"###########################" + EOL +
"# Build results #" + EOL +
"###########################" + EOL +
EOL +
"Duration: " + summary.totalTime.ToString() + EOL +
"Warnings: " + summary.totalWarnings.ToString() + EOL +
"Errors: " + summary.totalErrors.ToString() + EOL +
"Size: " + summary.totalSize.ToString() + " bytes" + EOL +
EOL
);
}
public static void ExitWithResult(BuildResult result)
{
if (result == BuildResult.Succeeded) {
Console.WriteLine("Build succeeded!");
EditorApplication.Exit(0);
}
if (result == BuildResult.Failed) {
Console.WriteLine("Build failed!");
EditorApplication.Exit(101);
}
if (result == BuildResult.Cancelled) {
Console.WriteLine("Build cancelled!");
EditorApplication.Exit(102);
}
if (result == BuildResult.Unknown) {
Console.WriteLine("Build result is unknown!");
EditorApplication.Exit(103);
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e59b491a4124442ea7277f76761cdc8a
timeCreated: 1587503545
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b5da3bd7e18c43d79243410166c8dc9a
timeCreated: 1587493708
@@ -0,0 +1,42 @@
using System.Diagnostics;
using System.Text;
public static class ProcessExtensions
{
// Execute an application or binary with given arguments
//
// See: https://stackoverflow.com/questions/4291912/process-start-how-to-get-the-output
public static int Run(this Process process, string application,
string arguments, string workingDirectory, out string output,
out string errors)
{
// Configure how to run the application
process.StartInfo = new ProcessStartInfo {
CreateNoWindow = true,
UseShellExecute = false,
RedirectStandardError = true,
RedirectStandardOutput = true,
FileName = application,
Arguments = arguments,
WorkingDirectory = workingDirectory
};
// Read the output
var outputBuilder = new StringBuilder();
var errorsBuilder = new StringBuilder();
process.OutputDataReceived += (_, args) => outputBuilder.AppendLine(args.Data);
process.ErrorDataReceived += (_, args) => errorsBuilder.AppendLine(args.Data);
// Run the application and wait for it to complete
process.Start();
process.BeginOutputReadLine();
process.BeginErrorReadLine();
process.WaitForExit();
// Format the output
output = outputBuilder.ToString().TrimEnd();
errors = errorsBuilder.ToString().TrimEnd();
return process.ExitCode;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 29c1880a390c4af7be821b7877602815
timeCreated: 1587494270
@@ -0,0 +1,15 @@
{
"name": "UnityBuilderAction",
"references": [],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: a1ab437d31f4f4c9084097e2b4b5fcae
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1c3bddf6d8984cde9208e3f0fe584879
timeCreated: 1587490700
@@ -0,0 +1,117 @@
using System;
using UnityEngine;
namespace UnityBuilderAction.Versioning
{
public static class Git
{
const string application = @"git";
/// <summary>
/// Generate a version based on the latest tag and the amount of commits.
/// Format: 0.1.2 (where 2 is the amount of commits).
///
/// If no tag is present in the repository then v0.0 is assumed.
/// This would result in 0.0.# where # is the amount of commits.
/// </summary>
public static string GenerateSemanticCommitVersion()
{
string version;
if (HasAnyVersionTags()) {
version = GetSemanticCommitVersion();
Console.WriteLine("Repository has a valid version tag.");
} else {
version = "0.0." + GetTotalNumberOfCommits();
Console.WriteLine("Repository does not have tags to base the version on.");
}
Console.WriteLine("Version is " + version);
return version;
}
/// <summary>
/// Get the version of the current tag.
///
/// The tag must point at HEAD for this method to work.
///
/// Output Format:
/// #.* (where # is the major version and * can be any number of any type of character)
/// </summary>
public static string GetTagVersion()
{
string version = Run(@"tag --points-at HEAD | grep v[0-9]*");
version = version.Substring(1);
return version;
}
/// <summary>
/// Get the total number of commits.
/// </summary>
static int GetTotalNumberOfCommits()
{
string numberOfCommitsAsString = Run(@"git rev-list --count HEAD");
return int.Parse(numberOfCommitsAsString);
}
/// <summary>
/// Whether or not the repository has any version tags yet.
/// </summary>
static bool HasAnyVersionTags()
{
return "0" != Run(@"tag --list --merged HEAD | grep v[0-9]* | wc -l");
}
/// <summary>
/// Retrieves the build version from git based on the most recent matching tag and
/// commit history. This returns the version as: {major.minor.build} where 'build'
/// represents the nth commit after the tagged commit.
/// Note: The initial 'v' and the commit hash are removed.
/// </summary>
static string GetSemanticCommitVersion()
{
// v0.1-2-g12345678 (where 2 is the amount of commits, g stands for git)
string version = GetVersionString();
// 0.1-2
version = version.Substring(1, version.LastIndexOf('-') - 1);
// 0.1.2
version = version.Replace('-', '.');
return version;
}
/// <summary>
/// Get version string.
///
/// Format: `v0.1-2-g12345678` (where 2 is the amount of commits since the last tag)
///
/// See: https://softwareengineering.stackexchange.com/questions/141973/how-do-you-achieve-a-numeric-versioning-scheme-with-git
/// </summary>
static string GetVersionString()
{
return Run(@"describe --tags --long --match ""v[0-9]*""");
// Todo - implement split function based on this more complete query
// return Run(@"describe --long --tags --dirty --always");
}
/// <summary>
/// Runs git binary with any given arguments and returns the output.
/// </summary>
static string Run(string arguments)
{
using (var process = new System.Diagnostics.Process()) {
string workingDirectory = UnityEngine.Application.dataPath;
string output, errors;
int exitCode = process.Run(application, arguments, workingDirectory, out output, out errors);
if (exitCode != 0) { throw new GitException(exitCode, errors); }
return output;
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: cdec7fa0f5bb44958fdf74d4658a4601
timeCreated: 1587495075
@@ -0,0 +1,14 @@
using System;
namespace UnityBuilderAction.Versioning
{
public class GitException : InvalidOperationException
{
public readonly int code;
public GitException(int code, string errors) : base(errors)
{
this.code = code;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4d375e209fd14fc5bc2f3dc3c78ac574
timeCreated: 1587490750
@@ -0,0 +1,32 @@
using System;
using UnityEditor;
namespace UnityBuilderAction.Versioning
{
public class VersionApplicator
{
public static void SetVersion(string version)
{
if (version == "none") {
return;
}
Apply(version);
}
public static void SetAndroidVersionCode(string androidVersionCode) {
int bundleVersionCode = Int32.Parse(androidVersionCode);
if (bundleVersionCode <= 0) {
return;
}
PlayerSettings.Android.bundleVersionCode = bundleVersionCode;
}
static void Apply(string version)
{
PlayerSettings.bundleVersion = version;
PlayerSettings.macOS.buildNumber = version;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 30483367ddc84699a0da377ccb93769a
timeCreated: 1587504315
@@ -0,0 +1,10 @@
namespace UnityBuilderAction.Versioning
{
public static class VersionGenerator
{
public static string Generate()
{
return Git.GenerateSemanticCommitVersion();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9892e03ae8314b7eacd793c8002de007
timeCreated: 1587490842
+51
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@@ -0,0 +1,51 @@
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"com.unity.analytics": "3.3.2",
"com.unity.collab-proxy": "1.2.16",
"com.unity.ext.nunit": "1.0.0",
"com.unity.ide.rider": "1.1.0",
"com.unity.ide.vscode": "1.1.2",
"com.unity.multiplayer-hlapi": "1.0.2",
"com.unity.package-manager-ui": "2.2.0",
"com.unity.purchasing": "2.0.6",
"com.unity.test-framework": "1.0.13",
"com.unity.textmeshpro": "2.0.1",
"com.unity.timeline": "1.1.0",
"com.unity.ugui": "1.0.0",
"com.unity.xr.legacyinputhelpers": "2.0.2",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.cloth": "1.0.0",
"com.unity.modules.director": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.particlesystem": "1.0.0",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.physics2d": "1.0.0",
"com.unity.modules.screencapture": "1.0.0",
"com.unity.modules.terrain": "1.0.0",
"com.unity.modules.terrainphysics": "1.0.0",
"com.unity.modules.tilemap": "1.0.0",
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.uielements": "1.0.0",
"com.unity.modules.umbra": "1.0.0",
"com.unity.modules.unityanalytics": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
"com.unity.modules.unitywebrequestaudio": "1.0.0",
"com.unity.modules.unitywebrequesttexture": "1.0.0",
"com.unity.modules.unitywebrequestwww": "1.0.0",
"com.unity.modules.vehicles": "1.0.0",
"com.unity.modules.video": "1.0.0",
"com.unity.modules.vr": "1.0.0",
"com.unity.modules.wind": "1.0.0",
"com.unity.modules.xr": "1.0.0"
}
}
@@ -0,0 +1,19 @@
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--- !u!11 &1
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m_SpatializerPlugin:
m_AmbisonicDecoderPlugin:
m_DisableAudio: 0
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m_RequestedDSPBufferSize: 0
@@ -0,0 +1,6 @@
%YAML 1.1
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@@ -0,0 +1,35 @@
%YAML 1.1
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m_ContactsGeneration: 1
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m_AutoSimulation: 1
m_AutoSyncTransforms: 0
m_ReuseCollisionCallbacks: 0
m_ClothInterCollisionSettingsToggle: 0
m_ClothGravity: {x: 0, y: -9.81, z: 0}
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@@ -0,0 +1,8 @@
%YAML 1.1
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m_ObjectHideFlags: 0
serializedVersion: 2
m_Scenes: []
m_configObjects: {}
@@ -0,0 +1,26 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!159 &1
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m_ObjectHideFlags: 0
serializedVersion: 8
m_ExternalVersionControlSupport: Hidden Meta Files
m_SerializationMode: 2
m_LineEndingsForNewScripts: 2
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m_PrefabRegularEnvironment: {fileID: 0}
m_PrefabUIEnvironment: {fileID: 0}
m_SpritePackerMode: 0
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m_EtcTextureBestCompressor: 4
m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;asmref;rsp
m_ProjectGenerationRootNamespace:
m_CollabEditorSettings:
inProgressEnabled: 1
m_EnableTextureStreamingInEditMode: 1
m_EnableTextureStreamingInPlayMode: 1
m_AsyncShaderCompilation: 1
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@@ -0,0 +1,63 @@
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m_LensFlare:
m_Mode: 1
m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0}
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m_PreloadedShaders: []
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
type: 0}
m_CustomRenderPipeline: {fileID: 0}
m_TransparencySortMode: 0
m_TransparencySortAxis: {x: 0, y: 0, z: 1}
m_DefaultRenderingPath: 1
m_DefaultMobileRenderingPath: 1
m_TierSettings: []
m_LightmapStripping: 0
m_FogStripping: 0
m_InstancingStripping: 0
m_LightmapKeepPlain: 1
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m_LightmapKeepDynamicPlain: 1
m_LightmapKeepDynamicDirCombined: 1
m_LightmapKeepShadowMask: 1
m_LightmapKeepSubtractive: 1
m_FogKeepLinear: 1
m_FogKeepExp: 1
m_FogKeepExp2: 1
m_AlbedoSwatchInfos: []
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m_LightsUseColorTemperature: 0
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descriptiveName:
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snap: 1
invert: 0
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axis: 0
joyNum: 0
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descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: left ctrl
altNegativeButton:
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descriptiveName:
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