Compare commits

..

76 Commits
v0.1 ... v0.5

Author SHA1 Message Date
Webber
d002e036ec Replace ECS test-project with the basic project 2020-01-11 01:06:22 +01:00
Webber
3f10226f44 Revert back to ECS test-project 2020-01-11 01:06:22 +01:00
Webber
09ccac7922 Update build folder 2020-01-11 01:06:22 +01:00
Webber
90e2865b43 Disable some platforms to start supporting some 2020-01-11 01:06:22 +01:00
Webber
4b7e84c846 Nest an extra folder for build folder...
This is to prevent conflicts when exporting files instead of a folder
2020-01-11 01:06:22 +01:00
Webber
23cbff9b19 Try building to path with trailing slash
This will hopefully fix an issue where files could not be uploaded
2020-01-11 01:06:22 +01:00
Webber
d877bcef6f only enable 2019.2.11f1 for now 2020-01-11 01:06:22 +01:00
Webber
c32cf83386 Copy contents of updated builder folder 2020-01-11 01:06:22 +01:00
Webber
99254d8fe9 Update based on Unity re-import 2020-01-11 01:06:22 +01:00
Webber
a43efe6787 Use default name for Assembly-CSharp-Editor 2020-01-11 01:06:22 +01:00
Webber
cd8335025f Add csproj file too 2020-01-11 01:06:22 +01:00
Webber
c9cdd53cd0 Create unity project wrapping default-build-script 2020-01-11 01:06:22 +01:00
Webber
c7d65987f5 Don't pre-create build path 2020-01-11 01:06:22 +01:00
Webber
298c667fc0 Create unique names for builds 2020-01-11 01:06:22 +01:00
Webber
a1cc9f2e70 Build simple project 2020-01-11 01:06:22 +01:00
Webber
eecf7f64dd Add simple project 2020-01-11 01:06:22 +01:00
Webber
2ef785ceac Abstract away steps and remove output variables 2020-01-11 01:06:22 +01:00
Webber
53bec7beb4 Change exit strategy for activation step 2020-01-11 01:06:22 +01:00
Webber
a76c6a7321 Forward UNITY_LICENSE var and add all platforms 2020-01-11 01:06:22 +01:00
Webber
6297618cb1 Source the activation file to preserve vars 2020-01-11 01:06:22 +01:00
Webber
d087a4b8df Remove activation step, add multiple versions 2020-01-11 01:06:22 +01:00
Webber
5c1d84357d Add activation step 2020-01-11 01:06:22 +01:00
Webber
18488f9b04 Update scripts reference to Dockerfile 2020-01-11 01:06:22 +01:00
Webber
81a7bbbe88 Move builder implementation to builder folder 2020-01-11 01:06:22 +01:00
Webber
2166833f11 Create builder folder for docker + bootstrap combo 2020-01-11 01:06:22 +01:00
Jibbajabbafic
f663254051 Changed buildCommand to buildMethod
I had a look at the code and noticed the mismatch
2020-01-08 22:31:56 +01:00
Dan Vicarel
af62defecc README now mentions allowed targetPlatform values 2020-01-07 10:07:26 +01:00
Webber
c55fc4eecd Properly check whether code is executed from source 2020-01-07 00:21:27 +01:00
Webber
4e59bb0d2a Always use relative path to action runner workspace 2020-01-07 00:21:27 +01:00
Webber
5952e3d2f6 Fix build path 2020-01-06 23:32:50 +01:00
Webber
948a53575b Remove console statements 2019-12-22 22:43:47 +01:00
Webber
5abc3164f9 Update documentation 2019-12-22 22:43:47 +01:00
Webber
3ae2ac1bb9 Remove failing examples 2019-12-22 22:43:47 +01:00
Webber
250a665fce Make version pattern slightly less strict 2019-12-22 22:43:47 +01:00
Webber
7c90cddd43 Cleanup 2019-12-22 22:43:47 +01:00
Webber
ed7918e4f4 remove unnecessary tests 2019-12-22 22:43:47 +01:00
Webber
b4a1f1ab7b Cleanup targetPlatformMap 2019-12-22 22:43:47 +01:00
Webber
bafc8e806b Allow builds for all targets 2019-12-22 22:43:47 +01:00
Webber
2ab738c083 Run docker from javascript 2019-12-22 22:43:47 +01:00
Webber
9a639e97e3 Test not working defaults 2019-12-22 22:43:47 +01:00
Webber
0130f1d603 Fix tag 2019-12-22 22:43:47 +01:00
Webber
454ff6054c Set build args for container 2019-12-22 22:43:47 +01:00
Webber
dccdec9d3b Bootstrap docker from js 2019-12-22 22:43:47 +01:00
Webber
0bb0dbd7be Package to dist folder using @zeit/ncc 2019-12-22 22:43:47 +01:00
Webber
4312758325 add jest 2019-12-22 22:43:47 +01:00
Webber
302bd4c880 Add initial script 2019-12-22 22:43:47 +01:00
Webber
25294aec32 Add test for javascript 2019-12-22 22:43:47 +01:00
Webber
ae18dc32c9 Add quality tools for javascript 2019-12-22 22:43:47 +01:00
Webber
69c4feba8f Add javascript platform 2019-12-22 22:43:47 +01:00
Webber
119a2b3b02 Skip test job for now 2019-12-22 22:43:47 +01:00
Webber
b385278dec Remove plural builds 2019-12-22 22:43:47 +01:00
Webber
9996187855 Upload artifacts from each job 2019-12-22 22:43:47 +01:00
Webber
093eb69424 Remove unnecessary activate job 2019-12-22 22:43:47 +01:00
Webber
26f0080aae Use activate and license step in relevant jobs only 2019-12-22 22:43:47 +01:00
Webber
f7727333bf Add tests to test-project 2019-12-22 22:43:47 +01:00
Webber
f14fe9806a Remove checkout as prerequisite 2019-12-22 22:43:47 +01:00
Webber
c53fa402db Add checkout step in relevant jobs only 2019-12-22 22:43:47 +01:00
Webber
b955df1dcb Run test runner at master 2019-12-22 22:43:47 +01:00
Webber
9a21280b09 Change workflow and variables to allow multiple build jobs 2019-12-22 22:43:47 +01:00
Webber
e9496f5ba2 Test variable action versions 2019-12-22 22:43:47 +01:00
Webber
75aac428f1 Rename BUILD_COMMAND to BUILD_METHOD 2019-12-08 02:02:32 +01:00
Webber
564f7e60fd Use latest return license action 2019-12-08 02:02:32 +01:00
Webber
75fc07ef3c Update readme, prepare for v0.2 2019-12-08 02:02:32 +01:00
Webber
23f2c2c0fa remove dead files 2019-12-08 02:02:32 +01:00
Webber
bed2573f99 Simplify BUILD_METHOD selection, fix derp 2019-12-08 00:48:22 +01:00
Webber
bda25a9cc1 Bring back meta file for builder 2019-12-08 00:48:22 +01:00
Webber
c8b1b80829 Include default-build-script in docker 2019-12-08 00:48:22 +01:00
Webber
35e88ac302 Rename Builder to default-build-script 2019-12-08 00:48:22 +01:00
Webber
abf39fb044 Rider-project for Builder folder 2019-12-08 00:48:22 +01:00
Webber
5d0c1ba5c1 Move Builder folder to root of the action project 2019-12-08 00:48:22 +01:00
Webber
fb7bd5bff5 Move Builder folder inside the Editor folder 2019-12-07 17:03:13 +01:00
Webber
4fc0f7dd2c Add pull requests as trigger for workflow 2019-12-07 17:03:13 +01:00
Webber
a017ab7c43 Move builder to its own folder 2019-12-07 17:03:13 +01:00
Webber
0558bc6213 Cleanup unneeded license code 2019-12-07 17:03:13 +01:00
Webber
14e59b6099 Update readme contributions and license 2019-12-03 23:42:27 +01:00
Webber
273a12eefa update readme header 2019-12-03 23:42:27 +01:00
79 changed files with 9624 additions and 891 deletions

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@@ -2,5 +2,4 @@
*
# Files required for the action
!entrypoint.sh
!action.yml
!builder/

18
.editorconfig Normal file
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@@ -0,0 +1,18 @@
root = true
[*]
charset = utf-8
end_of_line = lf
indent_size = 2
indent_style = space
insert_final_newline = true
max_line_length = 100
tab_width = 2
trim_trailing_whitespace = true
[*.md]
max_line_length = 0
trim_trailing_whitespace = false
[COMMIT_EDITMSG]
max_line_length = 0

2
.eslintignore Normal file
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@@ -0,0 +1,2 @@
**/node_modules/**
**/builder/**

21
.eslintrc.json Normal file
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@@ -0,0 +1,21 @@
{
"parser": "babel-eslint",
"env": {
"node": true,
"es6": true,
"jest": true
},
"parserOptions": {
"ecmaVersion": 2020,
"ecmaFeatures": {
"impliedStrict": true
}
},
"extends": ["airbnb", "plugin:unicorn/recommended", "prettier"],
"plugins": ["react", "jsx-a11y", "import", "prettier", "flowtype", "unicorn"],
"settings": { "react": { "version": "latest" } },
"rules": {
"prettier/prettier": "error",
"import/no-extraneous-dependencies": 0
}
}

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@@ -1,30 +1,46 @@
name: Actions 😎
on: [push]
on:
pull_request: {}
push: { branches: [master] }
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
jobs:
buildForWebGL:
name: Build for WebGL 🕸
buildForAllPlatforms:
name: Build for ${{ matrix.targetPlatform }} on version ${{ matrix.unityVersion }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
projectPath:
- test-project
unityVersion:
- 2019.2.11f1
# - 2019.3.0f1 # requires different license file/method
targetPlatform:
- StandaloneOSX # Build a macOS standalone (Intel 64-bit).
- StandaloneWindows # Build a Windows standalone.
- StandaloneWindows64 # Build a Windows 64-bit standalone.
- StandaloneLinux64 # Build a Linux 64-bit standalone.
- iOS # Build an iOS player.
# - Android # Build an Android .apk standalone app.
- WebGL # WebGL.
# - WSAPlayer # Build an Windows Store Apps player.
# - PS4 # Build a PS4 Standalone.
# - XboxOne # Build a Xbox One Standalone.
# - tvOS # Build to Apple's tvOS platform.
# - Switch # Build a Nintendo Switch player.
steps:
# Checkout repository (required to test local actions)
- name: Checkout repository
uses: actions/checkout@v1
# Configure builder
- name: Build project
id: buildStep
uses: ./
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_PROJECT_PATH: test-project
BUILD_NAME: TestBuild
BUILD_TARGET: WebGL
BUILDS_PATH: builds
BUILD_COMMAND: ""
# Upload distributables
- name: Upload Build
uses: actions/upload-artifact@v1
- uses: actions/checkout@v1
- uses: ./
with:
projectPath: ${{ matrix.projectPath }}
unityVersion: ${{ matrix.unityVersion }}
targetPlatform: ${{ matrix.targetPlatform }}
- uses: actions/upload-artifact@v1
with:
name: Build
path: ${{ steps.buildStep.outputs.allBuildsPath }}
path: build

15
.github/workflows/test.yml vendored Normal file
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@@ -0,0 +1,15 @@
name: Test Action
on: [push]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v1
- uses: actions/setup-node@v1
with:
node-version: 12.x
- run: yarn
- run: yarn lint
- run: yarn test

1
.gitignore vendored
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@@ -1 +1,2 @@
.idea
node_modules

2
.prettierignore Normal file
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@@ -0,0 +1,2 @@
**/node_modules/**
**/dist/**

6
.prettierrc.json Normal file
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@@ -0,0 +1,6 @@
{
"semi": true,
"singleQuote": true,
"trailingComma": "all",
"printWidth": 100
}

3
.yarnrc Normal file
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@@ -0,0 +1,3 @@
save-prefix ""
--install.audit true
--add.audit true

186
README.md
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@@ -1,18 +1,31 @@
# Unity - Builder
[![Actions status](https://github.com/webbertakken/unity-builder/workflows/Actions%20%F0%9F%98%8E/badge.svg)](https://github.com/webbertakken/unity-builder/actions?query=branch%3Amaster+workflow%3A%22Actions+%F0%9F%98%8E%22)
---
GitHub Action to
[build Unity projects](https://github.com/marketplace/actions/unity-builder)
for different platforms.
Part of the
[Unity Actions](https://github.com/webbertakken/unity-actions)
collection.
---
[Github Action](https://github.com/features/actions)
to build Unity projects for different platforms.
It is recommended to run the
[Test](https://github.com/webbertakken/unity-actions#test)
action from the
[Unity Actions](https://github.com/webbertakken/unity-actions)
action from the
[Unity Actions](https://github.com/webbertakken/unity-actions)
collection before running this action. This action also requires the [Activation](https://github.com/marketplace/actions/unity-activate) step.
## Documentation
See the
See the
[Unity Actions](https://github.com/webbertakken/unity-actions)
collection repository for workflow documentation and reference implementation.
@@ -20,57 +33,142 @@ collection repository for workflow documentation and reference implementation.
Create or edit the file called `.github/workflows/main.yml` and add a job to it.
```yaml
- uses: webbertakken/unity-builder@v0.5
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
with:
projectPath: path/to/your/project
unityVersion: 2020.X.XXXX
targetPlatform: WebGL
```
A complete workflow that builds every available platform could look like this:
```yaml
name: Build project
on: [push]
on:
pull_request: {}
push: { branches: [master] }
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
jobs:
buildForWebGL:
name: Build for WebGL 🕸
buildForSomePlatforms:
name: Build for ${{ matrix.targetPlatform }} on version ${{ matrix.unityVersion }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
projectPath:
- path/to/your/project
unityVersion:
- 2019.2.11f1
- 2019.3.0f1
targetPlatform:
- StandaloneOSX # Build a macOS standalone (Intel 64-bit).
- StandaloneWindows # Build a Windows standalone.
- StandaloneWindows64 # Build a Windows 64-bit standalone.
- StandaloneLinux64 # Build a Linux 64-bit standalone.
- iOS # Build an iOS player.
- Android # Build an Android .apk standalone app.
- WebGL # WebGL.
- WSAPlayer # Build an Windows Store Apps player.
- PS4 # Build a PS4 Standalone.
- XboxOne # Build a Xbox One Standalone.
- tvOS # Build to Apple's tvOS platform.
- Switch # Build a Nintendo Switch player.
steps:
```
Configure the builder as follows:
```yaml
# Configure builder
- name: Build project
id: buildStep
uses: webbertakken/unity-builder@v0.1 # WIP (only webgl for now)
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
# Optional: Path to your project, leave blank for "./"
UNITY_PROJECT_PATH: path/to/your/project
# Name for your build
BUILD_NAME: TestBuild
# Optional: Builds path, leave blank for "build"
BUILDS_PATH: build
# Target platform for your build
BUILD_TARGET: WebGL
# Optional: <StaticBuildClass.StaticMethod>, defaults to Builder.BuildProject
BUILD_COMMAND: ""
```
You use the id to **upload your built files** like so:
```yaml
# Upload distributables
- name: Upload Build
uses: actions/upload-artifact@v1
- uses: actions/checkout@v1
- uses: webbertakken/unity-builder@v0.5
with:
projectPath: ${{ matrix.projectPath }}
unityVersion: ${{ matrix.unityVersion }}
targetPlatform: ${{ matrix.targetPlatform }}
- uses: actions/upload-artifact@v1
with:
name: Build
path: ${{ steps.buildStep.outputs.allBuildsPath }}
path: build
```
Commit and push your workflow definition.
> **Notes:**
>
> - Don't forget to replace _&lt;test-project&gt;_ with your project name.
> - By default the enabled scenes from the project's settings will be built.
## Configuration options
Below options can be specified under `with:` for the `unity-builder` action.
#### projectPath
Specify the path to your Unity project to be built.
The path should be relative to the root of your project.
_**required:** `false`_
_**default:** `<your project root>`_
#### unityVersion
Version of Unity to use for building the project.
_**required:** `false`_
_**default:** `2019.2.1f11`_
#### targetPlatform
Platform that the build should target.
Must be one of the [allowed values](https://docs.unity3d.com/ScriptReference/BuildTarget.html) listed in the Unity scripting manual.
_**required:** `true`_
#### buildName
Name of the build.
_**required:** `false`_
_**default:** `testBuild`_
#### buildsPath
Path where the builds should be stored.
In this folder a folder will be created for every targetPlatform.
_**required:** `false`_
_**default:** `build`_
#### buildMethod
Custom command to run your build.
There are two conditions for a custom buildCommand:
- Must reference a valid path to a `static` method.
- The class must reside in the `Assets/Editor` directory.
_**example:**_
```yaml
- uses: webbertakken/unity-builder@master
with:
buildMethod: EditorNamespace.BuilderClassName.StaticBulidMethod
```
_**required:** `false`_
_**default:** Built-in script that will run a build out of the box._
## More actions
Visit
[Unity Actions](https://github.com/webbertakken/unity-actions)
Visit
[Unity Actions](https://github.com/webbertakken/unity-actions)
to find related actions for Unity.
Feel free to contribute.
## Licence
[MIT](./LICENSE)

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@@ -1,15 +1,35 @@
name: 'Unity - Builder'
author: Webber Takken <webber@takken.io>
description: 'Build Unity projects for different platforms.'
inputs: {}
outputs:
buildPath:
description: "Path where the current platform has been built to."
allBuildsPath:
description: "Path where the build folders are stored. Each platform creates a folder within it."
runs:
using: 'docker'
image: 'Dockerfile'
inputs:
unityVersion:
required: false
default: ''
description: 'Version of unity to use for building the project.'
targetPlatform:
required: false
default: ''
description: 'Platform that the build should target.'
projectPath:
required: false
default: ''
description: 'Relative path to the project to be built.'
buildName:
required: false
default: ''
description: 'Name of the build.'
buildsPath:
required: false
default: ''
description: 'Path where the builds should be stored.'
buildMethod:
required: false
default: ''
description: 'Path to a Namespace.Class.StaticMethod to run to perform the build.'
outputs: {}
branding:
icon: 'box'
color: 'gray-dark'
runs:
using: 'node12'
main: 'builder/index.js'

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babel.config.js Normal file
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@@ -0,0 +1,15 @@
const esModules = ['lodash-es'].join('|');
module.exports = {
ignore: [`/node_modules/(?!${esModules})`],
presets: [
[
'@babel/preset-env',
{
targets: {
node: true,
},
},
],
],
};

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@@ -1,4 +1,5 @@
FROM gableroux/unity3d:2019.2.11f1-webgl
ARG IMAGE
FROM $IMAGE
LABEL "com.github.actions.name"="Unity - Builder"
LABEL "com.github.actions.description"="Build Unity projects for different platforms."
@@ -9,6 +10,9 @@ LABEL "repository"="http://github.com/webbertakken/unity-actions"
LABEL "homepage"="http://github.com/webbertakken/unity-actions"
LABEL "maintainer"="Webber Takken <webber@takken.io>"
ADD default-build-script /UnityBuilderAction
ADD steps /steps
RUN chmod -R +x /steps
ADD entrypoint.sh /entrypoint.sh
RUN chmod +x /entrypoint.sh
ENTRYPOINT ["/entrypoint.sh"]

56
builder/default-build-script/.gitignore vendored Normal file
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@@ -0,0 +1,56 @@
#
# 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/
# Autogenerated VS/MD/Consulo solution and project files
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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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<LangVersion>latest</LangVersion>
<_TargetFrameworkDirectories>non_empty_path_generated_by_unity.rider.package</_TargetFrameworkDirectories>
<_FullFrameworkReferenceAssemblyPaths>non_empty_path_generated_by_unity.rider.package</_FullFrameworkReferenceAssemblyPaths>
<DisableHandlePackageFileConflicts>true</DisableHandlePackageFileConflicts>
</PropertyGroup>
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>10.0.20506</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<RootNamespace></RootNamespace>
<ProjectGuid>{B7F8614B-1EC2-9D3A-DA1C-4D279A867D74}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<AssemblyName>Assembly-CSharp-Editor</AssemblyName>
<TargetFrameworkVersion>v4.7.1</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<BaseDirectory>.</BaseDirectory>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Temp\bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE;UNITY_2019_2_11;UNITY_2019_2;UNITY_2019;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;PLATFORM_ARCH_64;UNITY_64;UNITY_INCLUDE_TESTS;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;INCLUDE_DYNAMIC_GI;ENABLE_MONO_BDWGC;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;PLATFORM_STANDALONE_WIN;PLATFORM_STANDALONE;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_EVENT_QUEUE;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_AR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_STANDARD_2_0;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_LEGACY_INPUT_MANAGER;NET_4_6;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
</PropertyGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 8d0bff3b51cdc93489ba25ad6ac9d4aa
guid: dea28d93f6267af4f8661eb2043f749a
folderAsset: yes
DefaultImporter:
externalObjects: {}

View File

@@ -0,0 +1,147 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEngine;
namespace UnityBuilderAction
{
static class Builder
{
private static string EOL = Environment.NewLine;
private 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}" +
$"{EOL}"
);
// Extract flags with optional values
for (int current = 0, next = 1; current < args.Length; current++, next++) {
// Parse flag
bool isFlag = args[current].StartsWith("-");
if (!isFlag) continue;
string flag = args[current].TrimStart('-');
// Parse optional value
bool flagHasValue = next < args.Length && !args[next].StartsWith("-");
string value = flagHasValue ? args[next].TrimStart('-') : "";
// Assign
Console.WriteLine($"Found flag \"{flag}\" with value \"{value}\".");
providedArguments.Add(flag, value);
}
}
private static Dictionary<string, string> GetValidatedOptions()
{
ParseCommandLineArguments(out var validatedOptions);
if (!validatedOptions.TryGetValue("projectPath", out var projectPath)) {
Console.WriteLine("Missing argument -projectPath");
EditorApplication.Exit(110);
}
if (!validatedOptions.TryGetValue("buildTarget", out var buildTarget)) {
Console.WriteLine("Missing argument -buildTarget");
EditorApplication.Exit(120);
}
if (!Enum.IsDefined(typeof(BuildTarget), buildTarget)) {
EditorApplication.Exit(121);
}
if (!validatedOptions.TryGetValue("customBuildPath", out var customBuildPath)) {
Console.WriteLine("Missing argument -customBuildPath");
EditorApplication.Exit(130);
}
string defaultCustomBuildName = "TestBuild";
if (!validatedOptions.TryGetValue("customBuildName", out var 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;
}
public static void BuildProject()
{
// Gather values from args
var options = GetValidatedOptions();
// Gather values from project
var scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(s => s.path).ToArray();
// Define BuildPlayer Options
var buildOptions = new BuildPlayerOptions {
scenes = scenes,
locationPathName = options["customBuildPath"],
target = (BuildTarget) Enum.Parse(typeof(BuildTarget), options["buildTarget"]),
};
// Perform build
BuildReport buildReport = BuildPipeline.BuildPlayer(buildOptions);
// Summary
BuildSummary summary = buildReport.summary;
ReportSummary(summary);
// Result
BuildResult result = summary.result;
ExitWithResult(result);
}
private 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}"
);
}
private 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);
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# Exit with code from the build step.
#
exit $BUILD_EXIT_CODE

1
builder/index.js Normal file

File diff suppressed because one or more lines are too long

93
builder/steps/activate.sh Normal file
View File

@@ -0,0 +1,93 @@
#!/usr/bin/env bash
if [[ -n "$UNITY_LICENSE" ]]; then
#
# PERSONAL LICENSE MODE
#
# This will activate Unity, using a license file
#
# Note that this is the ONLY WAY for PERSONAL LICENSES in 2019.
# * See for more details: https://gitlab.com/gableroux/unity3d-gitlab-ci-example/issues/5#note_72815478
#
# The license file can be acquired using `webbertakken/request-manual-activation-file` action.
# Set the license file path
FILE_PATH=UnityLicenseFile.ulf
# Copy license file from Github variables
echo "$UNITY_LICENSE" | tr -d '\r' > $FILE_PATH
#
# Activate license
#
# This is expected to always exit with code 1 (both success and failure).
#
echo "Requesting activation"
ACTIVATION_OUTPUT=$(xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
/opt/Unity/Editor/Unity \
-batchmode \
-nographics \
-logFile /dev/stdout \
-quit \
-manualLicenseFile $FILE_PATH)
# Convert to exit code 0 by echoing the current exit code.
echo $?
# Exit code is now 0
# TODO - remove debugging
echo $ACTIVATION_OUTPUT
echo $ACTIVATION_OUTPUT | grep 'config is NOT valid, switching to default'
echo $ACTIVATION_OUTPUT | grep 'config is NOT valid, switching to default' | wc -l
# TODO - Derive exit code by grepping success statement
UNITY_EXIT_CODE=$(echo $ACTIVATION_OUTPUT | grep 'config is NOT valid, switching to default' | wc -l)
# Display information about the result
if [ $UNITY_EXIT_CODE -eq 0 ]; then
echo "Activation (personal) complete."
else
echo "Unclassified error occured while trying to activate (personal) license."
echo "Exit code was: $UNITY_EXIT_CODE"
fi
# Remove license file
rm -f $FILE_PATH
# Exit with the code from the license verification step
if [ $UNITY_EXIT_CODE -ne 0 ]; then
exit $UNITY_EXIT_CODE
fi
else
#
# PROFESSIONAL (SERIAL) LICENSE MODE
#
# This will activate unity, using the activating process.
#
# Note: This is the preferred way for PROFESSIONAL LICENSES.
#
xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
/opt/Unity/Editor/Unity \
-batchmode \
-nographics \
-logFile /dev/stdout \
-quit \
-serial "$UNITY_SERIAL" \
-username "$UNITY_EMAIL" \
-password "$UNITY_PASSWORD"
# Store the exit code from the verify command
UNITY_EXIT_CODE=$?
# Display information about the result
if [ $UNITY_EXIT_CODE -eq 0 ]; then
echo "Activation (professional) complete."
else
echo "Unclassified error occured while trying to activate (professional) license."
echo "Exit code was: $UNITY_EXIT_CODE"
fi
# Exit with the code from the license verification step
exit $UNITY_EXIT_CODE
fi

View File

@@ -1,36 +1,24 @@
#!/usr/bin/env bash
#
# Set license file path
#
LICENSE_FILE_PATH=UnityLicenseFile.ulf
#
# Set project path
#
UNITY_PROJECT_PATH=$GITHUB_WORKSPACE/$UNITY_PROJECT_PATH
UNITY_PROJECT_PATH=$GITHUB_WORKSPACE/$PROJECT_PATH
echo "Using project path \"$UNITY_PROJECT_PATH\"."
#
# Set the name for the build
#
if [ -z "$BUILD_NAME" ]; then
BUILD_NAME=buildName
BUILD_NAME="build-$(date '+%F-%H%M')"
fi
echo "Using build name \"$BUILD_NAME\"."
#
# Set the builds target platform;
#
# possible options are:
#
# Standalone, Win, Win64, OSXUniversal,
# Linux64, iOS, Android, WebGL, XboxOne,
# PS4, WindowsStoreApps, Switch, tvOS
#
# New options array:
#
# Web: WebGL
# Desktop: StandaloneOSX, StandaloneWindows, StandaloneWindows64, StandaloneLinux64
# Console: PS4, XboxOne, Switch
@@ -43,6 +31,7 @@ fi
if [ -z "$BUILD_TARGET" ]; then
BUILD_TARGET=WebGL
fi
echo "Using build target \"$BUILD_TARGET\"."
#
# Set builds path
@@ -53,56 +42,54 @@ if [ -z "$BUILDS_PATH" ]; then
fi
BUILDS_FULL_PATH=$GITHUB_WORKSPACE/$BUILDS_PATH
#
# Set path for current build (relative and full)
#
# TODO - Cleanup
BUILD_FOLDER=$BUILD_TARGET-$UNITY_VERSION
CURRENT_BUILD_PATH=$BUILDS_PATH/$BUILD_FOLDER
CURRENT_BUILD_FULL_PATH=$BUILDS_FULL_PATH/$BUILD_FOLDER
CURRENT_BUILD_PATH=$BUILDS_PATH/$BUILD_TARGET
CURRENT_BUILD_FULL_PATH=$BUILDS_FULL_PATH/$BUILD_TARGET
# TODO - Determine the file or folder based on BUILD_TARGET
CUSTOM_BUILD_PATH=$BUILDS_FULL_PATH/$BUILD_FOLDER/$BUILD_TARGET
echo "Using build path \"$CURRENT_BUILD_PATH\"."
#
# Set the build command, must reference one of:
# Set the build method, must reference one of:
#
# - <NamespaceName.ClassName.MethodName>
# - <ClassName.MethodName>
#
# For example: `BuildCommand.PerformBuild`
#
# The method must be defined static
# The method must be declared static and placed in project/Assets/Editor
#
if [ -z "$BUILD_COMMAND" ]; then
# TODO - copy Builder class from root
EXECUTE_CUSTOM_METHOD="-executeMethod Builder.BuildProject"
if [ -z "$BUILD_METHOD" ]; then
# User has not provided their own build command.
#
# Use the script from this action which builds the scenes that are enabled in
# the project.
#
echo "Using built-in build method."
# Create Editor directory if it does not exist
mkdir -p $UNITY_PROJECT_PATH/Assets/Editor/
# Copy the build script of Unity Builder action
cp -r /UnityBuilderAction/Assets/Editor $UNITY_PROJECT_PATH/Assets/Editor/
# Set the Build method to that of UnityBuilder Action
BUILD_METHOD="UnityBuilderAction.Builder.BuildProject"
# Verify recursive paths
ls -Ralph $UNITY_PROJECT_PATH/Assets/Editor/
#
else
EXECUTE_CUSTOM_METHOD="-executeMethod $BUILD_COMMAND"
# User has provided their own build method.
# Assume they also bring their own script.
#
echo "User set build method to $BUILD_METHOD."
#
fi
#
# Copy license file from Github variables
#
# Set build method to execute as flag + argument
EXECUTE_BUILD_METHOD="-executeMethod $BUILD_METHOD"
echo "$UNITY_LICENSE" | tr -d '\r' > $LICENSE_FILE_PATH
echo "$UNITY_LICENSE" | tr -d '\r' > /root/.local/share/unity3d/Unity/Unity_lic.ulf
# TODO - test if this line has any effect
echo "$UNITY_LICENSE" | tr -d '\r' > /root/.local/share/unity3d/Unity/Unity_v2019.x.ulf
#
# Activate license
#
echo "Requesting activation"
xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
/opt/Unity/Editor/Unity \
-batchmode \
-nographics \
-logFile /dev/stdout \
-quit \
-manualLicenseFile $LICENSE_FILE_PATH
# This is expected to always exit with code 1 (both success and failure).
# Convert to exit code 0 by echoing the current exit code.
echo $?
# Exit code is now 0
# The build specification below may require Unity 2019.2.11f1 or later (not tested below).
# Reference: https://docs.unity3d.com/2019.3/Documentation/Manual/CommandLineArguments.html
@@ -127,7 +114,7 @@ echo "# Current build dir #"
echo "###########################"
echo ""
echo "Creating \"$CURRENT_BUILD_FULL_PATH\" if it does not exist."
echo "Creating \"$CURRENT_BUILD_FULL_PATH\" if it does not exist."exist."
mkdir -p $CURRENT_BUILD_FULL_PATH
ls -alh $CURRENT_BUILD_FULL_PATH
@@ -154,8 +141,8 @@ xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
-projectPath "$UNITY_PROJECT_PATH" \
-buildTarget "$BUILD_TARGET" \
-customBuildTarget "$BUILD_TARGET" \
-customBuildPath "$CURRENT_BUILD_FULL_PATH" \
$EXECUTE_CUSTOM_METHOD
-customBuildPath "$CUSTOM_BUILD_PATH" \
$EXECUTE_BUILD_METHOD
# Catch exit code
BUILD_EXIT_CODE=$?
@@ -178,19 +165,3 @@ echo "###########################"
echo ""
ls -alh $CURRENT_BUILD_FULL_PATH
#
# Output variables
#
# Expose path for the resulting build
echo ::set-output name=buildPath::$CURRENT_BUILD_PATH
# Expose path that contains all builds
echo ::set-output name=allBuildsPath::$BUILDS_PATH
#
# Exit
#
exit $BUILD_EXIT_CODE

View File

@@ -0,0 +1,14 @@
#!/usr/bin/env bash
#
# PROFESSIONAL (SERIAL) LICENSE MODE
#
# This will return the license that is currently in use.
#
xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
/opt/Unity/Editor/Unity \
-batchmode \
-nographics \
-logFile /dev/stdout \
-quit \
-returnlicense

8
jest.config.js Normal file
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@@ -0,0 +1,8 @@
const esModules = ['lodash-es'].join('|');
module.exports = {
testEnvironment: 'node',
moduleFileExtensions: ['js', 'jsx', 'json', 'vue'],
transform: { '^.+\\.(js|jsx)?$': 'babel-jest' },
transformIgnorePatterns: [`/node_modules/(?!${esModules})`],
};

57
package.json Normal file
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@@ -0,0 +1,57 @@
{
"name": "unity-builder",
"version": "0.5.0",
"description": "Build Unity projects for different platforms.",
"main": "builder/index.js",
"repository": "git@github.com:webbertakken/unity-builder.git",
"author": "Webber <webber@takken.io>",
"license": "MIT",
"scripts": {
"build": "ncc build src --out builder --minify",
"lint": "prettier --check \"src/**/*.js\" && eslint src",
"test": "jest"
},
"dependencies": {
"@actions/core": "^1.2.0",
"@actions/exec": "1.0.2",
"@actions/github": "^2.0.0"
},
"devDependencies": {
"@babel/cli": "7.7.5",
"@babel/core": "7.7.5",
"@babel/preset-env": "7.7.7",
"@zeit/ncc": "0.20.5",
"babel-eslint": "10.0.3",
"eslint": "6.7.2",
"eslint-config-airbnb": "18.0.1",
"eslint-config-prettier": "6.7.0",
"eslint-plugin-flowtype": "4.5.2",
"eslint-plugin-import": "2.19.1",
"eslint-plugin-jsx-a11y": "6.2.3",
"eslint-plugin-prettier": "3.1.2",
"eslint-plugin-react": "7.17.0",
"eslint-plugin-unicorn": "14.0.1",
"husky": "4.0.0-beta.5",
"jest": "24.9.0",
"lint-staged": "9.5.0",
"lodash-es": "4.17.15",
"prettier": "1.19.1"
},
"husky": {
"hooks": {
"pre-commit": "lint-staged && yarn build && git add builder/index.js"
}
},
"lint-staged": {
"*.{js,jsx}": [
"prettier --write",
"eslint",
"git add",
"jest --findRelatedTests"
],
"*.{json,md,yaml,yml}": [
"prettier --write",
"git add"
]
}
}

22
src/index.js Normal file
View File

@@ -0,0 +1,22 @@
import Action from './model/action';
import Docker from './model/docker';
import ImageTag from './model/image-tag';
import Input from './model/input';
const core = require('@actions/core');
async function action() {
Action.checkCompatibility();
const { dockerfile, workspace, builderFolder } = Action;
const { version, platform, projectPath, buildName, buildsPath, method } = Input.getFromUser();
const baseImage = new ImageTag({ version, platform });
const builtImage = await Docker.build({ path: builderFolder, dockerfile, baseImage });
await Docker.run(builtImage, { workspace, platform, projectPath, buildName, buildsPath, method });
}
action().catch(error => {
core.setFailed(error.message);
});

46
src/model/action.js Normal file
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@@ -0,0 +1,46 @@
import path from 'path';
export default class Action {
static get supportedPlatforms() {
return ['linux'];
}
static get isRunningLocally() {
return process.env.RUNNER_WORKSPACE === undefined;
}
static get isRunningFromSource() {
return path.basename(__dirname) === 'model';
}
static get name() {
return 'unity-builder';
}
static get rootFolder() {
if (Action.isRunningFromSource) {
return path.dirname(path.dirname(path.dirname(__filename)));
}
return path.dirname(path.dirname(__filename));
}
static get builderFolder() {
return `${Action.rootFolder}/builder`;
}
static get dockerfile() {
return `${Action.builderFolder}/Dockerfile`;
}
static get workspace() {
return process.env.GITHUB_WORKSPACE;
}
static checkCompatibility() {
const currentPlatform = process.platform;
if (!Action.supportedPlatforms.includes(currentPlatform)) {
throw new Error(`Currently ${currentPlatform}-platform is not supported`);
}
}
}

36
src/model/action.test.js Normal file
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@@ -0,0 +1,36 @@
import path from 'path';
import fs from 'fs';
import Action from './action';
describe('Action', () => {
describe('compatibility check', () => {
it('throws for anything other than linux', () => {
if (process.platform !== 'linux') {
expect(() => Action.checkCompatibility()).toThrow();
} else {
expect(() => Action.checkCompatibility()).not.toThrow();
}
});
});
it('returns the root folder of the action', () => {
const { rootFolder, name } = Action;
expect(path.basename(rootFolder)).toStrictEqual(name);
expect(fs.existsSync(rootFolder)).toStrictEqual(true);
});
it('returns the builder folder', () => {
const { builderFolder } = Action;
expect(path.basename(builderFolder)).toStrictEqual('builder');
expect(fs.existsSync(builderFolder)).toStrictEqual(true);
});
it('returns the docker file', () => {
const { dockerfile } = Action;
expect(path.basename(dockerfile)).toStrictEqual('Dockerfile');
expect(fs.existsSync(dockerfile)).toStrictEqual(true);
});
});

58
src/model/docker.js Normal file
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@@ -0,0 +1,58 @@
import { exec } from '@actions/exec';
import ImageTag from './image-tag';
export default class Docker {
static async build(buildParameters, silent = false) {
const { path, dockerfile, baseImage } = buildParameters;
const { version, platform } = baseImage;
const tag = new ImageTag({ repository: '', name: 'unity-builder', version, platform });
const command = `docker build ${path} \
--file ${dockerfile} \
--build-arg IMAGE=${baseImage} \
--tag ${tag}`;
await exec(command, null, { silent });
return tag;
}
static async run(image, parameters, silent = false) {
const { workspace, platform, projectPath, buildName, buildsPath, method } = parameters;
const { version } = image;
const command = `docker run \
--workdir /github/workspace \
--rm \
--env UNITY_LICENSE \
--env UNITY_VERSION=${version} \
--env PROJECT_PATH=${projectPath} \
--env BUILD_TARGET=${platform} \
--env BUILD_NAME=${buildName} \
--env BUILDS_PATH=${buildsPath} \
--env BUILD_METHOD=${method} \
--env HOME=/github/home \
--env GITHUB_REF \
--env GITHUB_SHA \
--env GITHUB_REPOSITORY \
--env GITHUB_ACTOR \
--env GITHUB_WORKFLOW \
--env GITHUB_HEAD_REF \
--env GITHUB_BASE_REF \
--env GITHUB_EVENT_NAME \
--env GITHUB_WORKSPACE=/github/workspace \
--env GITHUB_ACTION \
--env GITHUB_EVENT_PATH \
--env RUNNER_OS \
--env RUNNER_TOOL_CACHE \
--env RUNNER_TEMP \
--env RUNNER_WORKSPACE \
--volume "/var/run/docker.sock":"/var/run/docker.sock" \
--volume "/home/runner/work/_temp/_github_home":"/github/home" \
--volume "/home/runner/work/_temp/_github_workflow":"/github/workflow" \
--volume "${workspace}":"/github/workspace" \
${image}`;
await exec(command, null, { silent });
}
}

35
src/model/docker.test.js Normal file
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@@ -0,0 +1,35 @@
import Action from './action';
import Docker from './docker';
import ImageTag from './image-tag';
describe('Docker', () => {
it('builds', async () => {
const path = Action.builderFolder;
const dockerfile = `${path}/Dockerfile`;
const baseImage = new ImageTag({
repository: '',
name: 'alpine',
version: '3',
platform: 'Test',
});
const tag = await Docker.build({ path, dockerfile, baseImage }, true);
expect(tag).toBeInstanceOf(ImageTag);
expect(tag.toString()).toStrictEqual('unity-builder:3');
}, 240000);
it.skip('runs', async () => {
const image = 'unity-builder:2019.2.11f1-webgl';
const parameters = {
workspace: Action.rootFolder,
projectPath: `${Action.rootFolder}/test-project`,
buildName: 'someBulidName',
buildsPath: 'build',
method: '',
};
await Docker.run(image, parameters);
});
});

86
src/model/image-tag.js Normal file
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@@ -0,0 +1,86 @@
import { has, get, trimEnd, trimStart } from 'lodash-es';
export default class ImageTag {
constructor(imageProperties) {
const {
repository = 'gableroux',
name = 'unity3d',
version = '2019.2.11f1',
platform,
} = imageProperties;
if (!ImageTag.versionPattern.test(version)) {
throw new Error(`Invalid version "${version}".`);
}
if (!has(ImageTag.targetPlatformToBuilderPlatformMap, platform)) {
throw new Error(`Platform "${platform}" is currently not supported.`);
}
const builderPlatform = get(
ImageTag.targetPlatformToBuilderPlatformMap,
platform,
ImageTag.builderPlatforms.generic,
);
Object.assign(this, { repository, name, version, platform, builderPlatform });
}
static get versionPattern() {
return /^20\d{2}\.\d\.\w{3,4}|3$/;
}
static get builderPlatforms() {
return {
generic: '',
webgl: 'webgl',
mac: 'mac',
windows: 'windows',
android: 'android',
ios: 'ios',
facebook: 'facebook',
};
}
static get targetPlatformToBuilderPlatformMap() {
const { generic, webgl, mac, windows, android, ios, facebook } = ImageTag.builderPlatforms;
// @see: https://docs.unity3d.com/ScriptReference/BuildTarget.html
return {
StandaloneOSX: mac,
StandaloneWindows: windows,
StandaloneWindows64: windows,
StandaloneLinux64: windows,
iOS: ios,
Android: android,
WebGL: webgl,
WSAPlayer: windows,
PS4: windows,
XboxOne: windows,
tvOS: windows,
Switch: windows,
// Unsupported
Lumin: windows,
BJM: windows,
Stadia: windows,
Facebook: facebook,
NoTarget: generic,
// Test specific
Test: generic,
};
}
get tag() {
return trimEnd(`${this.version}-${this.builderPlatform}`, '-');
}
get image() {
return trimStart(`${this.repository}/${this.name}`, '/');
}
toString() {
const { image, tag } = this;
return `${image}:${tag}`;
}
}

View File

@@ -0,0 +1,67 @@
import ImageTag from './image-tag';
describe('UnityImageVersion', () => {
const some = {
repository: 'test1',
name: 'test2',
version: '2099.9.f9f9',
platform: 'Test',
builderPlatform: '',
};
const defaults = {
repository: 'gableroux',
name: 'unity3d',
image: 'gableroux/unity3d',
};
describe('constructor', () => {
it('can be called', () => {
const { platform } = some;
expect(() => new ImageTag({ platform })).not.toThrow();
});
it('accepts parameters and sets the right properties', () => {
const image = new ImageTag(some);
expect(image.repository).toStrictEqual(some.repository);
expect(image.name).toStrictEqual(some.name);
expect(image.version).toStrictEqual(some.version);
expect(image.platform).toStrictEqual(some.platform);
expect(image.builderPlatform).toStrictEqual(some.builderPlatform);
});
test.each(['2000.0.0f0', '2011.1.11f1'])('accepts %p version format', version => {
expect(() => new ImageTag({ version, platform: some.platform })).not.toThrow();
});
test.each(['some version', '', 1, null])('throws for incorrect versions %p', version => {
const { platform } = some;
expect(() => new ImageTag({ version, platform })).toThrow();
});
test.each([undefined, 'nonExisting'])('throws for unsupported target %p', platform => {
expect(() => new ImageTag({ platform })).toThrow();
});
});
describe('toString', () => {
it('returns the correct version', () => {
const image = new ImageTag({ version: '2099.1.1111', platform: some.platform });
expect(image.toString()).toStrictEqual(`${defaults.image}:2099.1.1111`);
});
it('returns the specific build platform', () => {
const image = new ImageTag({ version: '2019.2.11f1', platform: 'WebGL' });
expect(image.toString()).toStrictEqual(`${defaults.image}:2019.2.11f1-webgl`);
});
it('returns no specific build platform for generic targetPlatforms', () => {
const image = new ImageTag({ platform: 'NoTarget' });
expect(image.toString()).toStrictEqual(`${defaults.image}:2019.2.11f1`);
});
});
});

22
src/model/input.js Normal file
View File

@@ -0,0 +1,22 @@
const core = require('@actions/core');
export default class Input {
static getFromUser() {
// Input variables specified in workflows using "with" prop.
const version = core.getInput('unityVersion');
const platform = core.getInput('targetPlatform');
const projectPath = core.getInput('projectPath');
const buildName = core.getInput('buildName');
const buildsPath = core.getInput('buildsPath');
const buildMethod = core.getInput('buildMethod');
return {
version,
platform,
projectPath,
buildName,
buildsPath,
method: buildMethod,
};
}
}

9
src/model/input.test.js Normal file
View File

@@ -0,0 +1,9 @@
import Input from './input';
describe('Input', () => {
describe('getFromUser', () => {
it('does not throw', () => {
expect(() => Input.getFromUser()).not.toThrow();
});
});
});

View File

@@ -1,4 +1,4 @@
[Ll]ibrary/
Library/
[Tt]emp/
[Oo]bj/
[Bb]uild/

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 6f4ffa2938b3439f92f3caaf6a8055cc
timeCreated: 1575145041

View File

@@ -1,144 +0,0 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEngine;
static class Builder
{
private static string EOL = Environment.NewLine;
private 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}" +
$"{EOL}"
);
// Extract flags with optional values
for (int current = 0, next = 1; current < args.Length; current++, next++) {
// Parse flag
bool isFlag = args[current].StartsWith("-");
if (!isFlag) continue;
string flag = args[current].TrimStart('-');
// Parse optional value
bool flagHasValue = next < args.Length && !args[next].StartsWith("-");
string value = flagHasValue ? args[next].TrimStart('-') : "";
// Assign
Console.WriteLine($"Found flag \"{flag}\" with value \"{value}\".");
providedArguments.Add(flag, value);
}
}
private static Dictionary<string, string> GetValidatedOptions()
{
ParseCommandLineArguments(out var validatedOptions);
if (!validatedOptions.TryGetValue("projectPath", out var projectPath)) {
Console.WriteLine("Missing argument -projectPath");
EditorApplication.Exit(110);
}
if (!validatedOptions.TryGetValue("buildTarget", out var buildTarget)) {
Console.WriteLine("Missing argument -buildTarget");
EditorApplication.Exit(120);
}
if (!Enum.IsDefined(typeof(BuildTarget), buildTarget)) {
EditorApplication.Exit(121);
}
if (!validatedOptions.TryGetValue("customBuildPath", out var customBuildPath)) {
Console.WriteLine("Missing argument -customBuildPath");
EditorApplication.Exit(130);
}
string defaultCustomBuildName = "TestBuild";
if (!validatedOptions.TryGetValue("customBuildName", out var 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;
}
public static void BuildProject()
{
// Gather values from args
var options = GetValidatedOptions();
// Gather values from project
var scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(s => s.path).ToArray();
// Define BuildPlayer Options
var buildOptions = new BuildPlayerOptions {
scenes = scenes,
locationPathName = options["customBuildPath"],
target = (BuildTarget) Enum.Parse(typeof(BuildTarget), options["buildTarget"]),
};
// Perform build
BuildReport buildReport = BuildPipeline.BuildPlayer(buildOptions);
// Summary
BuildSummary summary = buildReport.summary;
ReportSummary(summary);
// Result
BuildResult result = summary.result;
ExitWithResult(result);
}
private 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}"
);
}
private 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);
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Jobs;
using Random = UnityEngine.Random;
public class JobSystem : MonoBehaviour
{
[SerializeField] private bool useJobs;
[SerializeField] private Transform transform;
private List<Ball> balls;
public class Ball
{
public Transform transform;
public float moveY;
}
public void Start()
{
balls = new List<Ball>();
for (int i = 0; i < 1000; i++)
{
Transform ballTransform = Instantiate(transform,
new Vector3(Random.Range(-8f, 8f), Random.Range(-5f, 5f), Random.Range(-2f, 5f)), Quaternion.identity);
balls.Add(new Ball
{
transform = ballTransform,
moveY = Random.Range(-2f, 2f)
});
}
}
// Update is called once per frame
private void Update()
{
float startTime = Time.realtimeSinceStartup;
if (useJobs)
{
NativeArray<float> moveYArray = new NativeArray<float>(balls.Count, Allocator.TempJob);
TransformAccessArray transformAccessArray = new TransformAccessArray(balls.Count);
for (var i = 0; i < balls.Count; i++)
{
moveYArray[i] = balls[i].moveY;
transformAccessArray.Add(balls[i].transform);
}
var reallyToughParallelJobTransforms = new ReallyToughParallelJobTransforms
{
deltaTime = Time.deltaTime,
moveYArray = moveYArray
};
JobHandle jobHandle = reallyToughParallelJobTransforms.Schedule(transformAccessArray);
jobHandle.Complete();
for (int i = 0; i < balls.Count; i++)
{
balls[i].moveY = moveYArray[i];
}
moveYArray.Dispose();
transformAccessArray.Dispose();
}
else
{
foreach (Ball ball in balls)
{
ball.transform.position += new Vector3(0, ball.moveY * Time.deltaTime);
if (ball.transform.position.y > 5f)
{
ball.moveY = -Math.Abs(ball.moveY);
}
else if (ball.transform.position.y < -5f)
{
ball.moveY = Math.Abs(ball.moveY);
}
// Represents a tough task like some pathfinding or complex calculation
var value = 0f;
for (var i = 0; i < 250; i++)
{
value = math.exp10(math.sqrt(value));
}
}
}
var duration = $"{(Time.realtimeSinceStartup - startTime) * 1000f}ms";
Debug.Log(duration);
}
}
[BurstCompile]
public struct ReallyToughParallelJobTransforms : IJobParallelForTransform
{
public NativeArray<float> moveYArray;
[ReadOnly] public float deltaTime;
public void Execute(int index, TransformAccess transform)
{
transform.position += new Vector3(0, moveYArray[index] * deltaTime, 0f);
if (transform.position.y > 5f)
{
moveYArray[index] = -Math.Abs(moveYArray[index]);
}
else if (transform.position.y < -5f)
{
moveYArray[index] = Math.Abs(moveYArray[index]);
}
// Represents a tough task like some pathfinding or complex calculation
var value = 0f;
for (var i = 0; i < 250; i++)
{
value = math.exp10(math.sqrt(value));
}
}
}

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productGUID: d9e9dde8e7ed4cf4bac4c6f2dffe7ef4
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AndroidFilterTouchesWhenObscured: 0
AndroidEnableSustainedPerformanceMode: 0
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productName: test-project
productName: simple-test-project
defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0}
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
@@ -84,7 +84,7 @@ PlayerSettings:
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macAppStoreCategory: public.app-category.games
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gpuSkinning: 0
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xboxPIXTextureCapture: 0
xboxEnableAvatar: 0
@@ -163,7 +163,8 @@ PlayerSettings:
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androidMaxAspectRatio: 2.1
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applicationIdentifier:
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buildNumber: {}
AndroidBundleVersionCode: 1
AndroidMinSdkVersion: 16
@@ -252,8 +253,8 @@ PlayerSettings:
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iOSAutomaticallyDetectAndAddCapabilities: 1
appleEnableProMotion: 0
clonedFromGUID: c0afd0d1d80e3634a9dac47e8a0426ea
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clonedFromGUID: 5f34be1353de5cf4398729fda238591b
templatePackageId: com.unity.template.2d@3.2.3
templateDefaultScene: Assets/Scenes/SampleScene.unity
AndroidTargetArchitectures: 1
AndroidSplashScreenScale: 0
@@ -277,41 +278,12 @@ PlayerSettings:
resolutionDialogBanner: {fileID: 0}
m_BuildTargetIcons: []
m_BuildTargetPlatformIcons: []
m_BuildTargetBatching:
- m_BuildTarget: Standalone
m_StaticBatching: 1
m_DynamicBatching: 0
- m_BuildTarget: tvOS
m_StaticBatching: 1
m_DynamicBatching: 0
- m_BuildTarget: Android
m_StaticBatching: 1
m_DynamicBatching: 0
- m_BuildTarget: iPhone
m_StaticBatching: 1
m_DynamicBatching: 0
- m_BuildTarget: WebGL
m_StaticBatching: 0
m_DynamicBatching: 0
m_BuildTargetBatching: []
m_BuildTargetGraphicsAPIs:
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m_APIs: 150000000b000000
m_Automatic: 0
- m_BuildTarget: iOSSupport
m_APIs: 10000000
m_Automatic: 1
- m_BuildTarget: AppleTVSupport
m_APIs: 10000000
m_Automatic: 0
- m_BuildTarget: WebGLSupport
m_APIs: 0b000000
m_Automatic: 1
m_BuildTargetVRSettings:
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m_Enabled: 0
m_Devices:
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m_BuildTargetVRSettings: []
openGLRequireES31: 0
openGLRequireES31AEP: 0
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@@ -563,14 +535,14 @@ PlayerSettings:
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m_RenderingPath: 1
m_MobileRenderingPath: 1
metroPackageName: Template_3D
metroPackageName: Template_2D
metroPackageVersion:
metroCertificatePath:
metroCertificatePassword:
metroCertificateSubject:
metroCertificateIssuer:
metroCertificateNotAfter: 0000000000000000
metroApplicationDescription: Template_3D
metroApplicationDescription: Template_2D
wsaImages: {}
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@@ -90,7 +76,7 @@ QualitySettings:
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@@ -99,22 +85,15 @@ QualitySettings:
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resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
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5893
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