Compare commits

...

74 Commits
v0.2 ... v0.7

Author SHA1 Message Date
Webber
a84535fc04 Add initial contributing doc 2020-01-19 01:54:56 +01:00
Webber
a2db13a084 Add code of conduct 2020-01-19 01:54:56 +01:00
Webber
b6f8dac777 Hardcode license file, in order to fix pr workflows 2020-01-19 01:22:42 +01:00
Webber
1de4638512 Remove duplicate trigger for test workflow 2020-01-18 23:44:40 +01:00
Webber
4b07d18a89 Trigger test workflow for PRs too 2020-01-18 23:27:33 +01:00
Webber Takken
adb8cfef12 add check to verify dist files (#21)
* add check to verify dist files
* change src, without running git hooks (expect failure)
* change src again, now do run commit hook (expect success)
* cleanup before squash
2020-01-18 23:23:53 +01:00
Webber
57d2023972 Trigger badge update for pushes to master only...
Which includes merging pull requests, as the latest commit gets pushed to master.
2020-01-18 22:29:29 +01:00
Webber
d2be807d0d update out of sync index file 2020-01-18 21:12:23 +01:00
Jibbajabbafic
99bb63390a Updated comments to match existing style 2020-01-17 16:52:21 +01:00
Jibbajabbafic
d27df56d26 fix(activate): only exit if activation fails 2020-01-17 16:52:21 +01:00
Jibbajabbafic
a6607a341e feat(activate): add more checks for licenses 2020-01-17 16:52:21 +01:00
Jibbajabbafic
2d3095660d fix(license): only return the license in pro mode 2020-01-12 22:02:05 +01:00
Dan Vicarel
0badec78bf GitHub Action now sets Pro licensing env vars as well 2020-01-12 17:51:45 +01:00
Dan Vicarel
c3b8284b44 docker.js now sets variables for Pro licenses as well 2020-01-12 17:51:45 +01:00
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
81 changed files with 9508 additions and 816 deletions

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@@ -2,6 +2,4 @@
*
# Files required for the action
!entrypoint.sh
!action.yml
!default-build-script
!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 = off
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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@@ -1,42 +1,46 @@
name: Actions 😎
on:
pull_request: {}
push: { branches: [master] }
env:
UNITY_LICENSE: "<?xml version=\"1.0\" encoding=\"UTF-8\"?><root>\n <License id=\"Terms\">\n <MachineBindings>\n <Binding Key=\"1\" Value=\"d39b8e2f4d364b2e98b06afa0c6e08c5\"/>\n <Binding Key=\"2\" Value=\"d39b8e2f4d364b2e98b06afa0c6e08c5\"/>\n </MachineBindings>\n <MachineID Value=\"Xxo1ZKbdPu/IATrc0mPBYANJFF0=\"/>\n <SerialHash Value=\"1efd68fa935192b6090ac03c77d289a9f588c55a\"/>\n <Features>\n <Feature Value=\"33\"/>\n <Feature Value=\"1\"/>\n <Feature Value=\"12\"/>\n <Feature Value=\"2\"/>\n <Feature Value=\"24\"/>\n <Feature Value=\"3\"/>\n <Feature Value=\"36\"/>\n <Feature Value=\"17\"/>\n <Feature Value=\"19\"/>\n <Feature Value=\"62\"/>\n </Features>\n <DeveloperData Value=\"AQAAAEY0LUg2WFMtUE00NS1SM0M4LUUyWlotWkdWOA==\"/>\n <SerialMasked Value=\"F4-H6XS-PM45-R3C8-E2ZZ-XXXX\"/>\n <StartDate Value=\"2018-05-02T00:00:00\"/>\n <UpdateDate Value=\"2019-11-25T18:23:38\"/>\n <InitialActivationDate Value=\"2018-05-02T14:21:28\"/>\n <LicenseVersion Value=\"6.x\"/>\n <ClientProvidedVersion Value=\"2019.2.11f1\"/>\n <AlwaysOnline Value=\"false\"/>\n <Entitlements>\n <Entitlement Ns=\"unity_editor\" Tag=\"UnityPersonal\" Type=\"EDITOR\" ValidTo=\"9999-12-31T00:00:00\"/>\n </Entitlements>\n </License>\n<Signature xmlns=\"http://www.w3.org/2000/09/xmldsig#\"><SignedInfo><CanonicalizationMethod Algorithm=\"http://www.w3.org/TR/2001/REC-xml-c14n-20010315#WithComments\"/><SignatureMethod Algorithm=\"http://www.w3.org/2000/09/xmldsig#rsa-sha1\"/><Reference URI=\"#Terms\"><Transforms><Transform Algorithm=\"http://www.w3.org/2000/09/xmldsig#enveloped-signature\"/></Transforms><DigestMethod Algorithm=\"http://www.w3.org/2000/09/xmldsig#sha1\"/><DigestValue>JHdOBFmBNq2H8BrGFzir/StLoYo=</DigestValue></Reference></SignedInfo><SignatureValue>aENLHd37a51RtP2/g7YU0Pexf5mx0/ENXYGtrPzqwZ8NQt2AsSdxGnl0CUB45/GuNXfJVDt2HWot\ncNYZB2OylVBn1WHQbKZlPmm8gEAMz0MYbr4Isb5i5buryBrZlmbEOjnRI+pEg1CBwlgMo6xdtjjE\n/d7cC293QIUO91kdzRXftYou1dNaUyuPL9ZH65vdB2pDXGRNxgUVD+GnnqZA7b5L2HXqNQclcWAK\n5Yd1BeF3VzR1iLw9G/SmH5oOhnpXSmqbL4qk7LVP2/mgXpFk5kP4X8VC3z47obNhBIGq40dwWyEe\nUYk5/nRAOkZawDT+tcu96e06gPC9Cxk5PdbRbA==</SignatureValue></Signature></root>"
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
# Activate license
- name: Activate license
uses: webbertakken/unity-activate@v1
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
# Configure builder
- name: Build project
id: buildStep
uses: ./
env:
UNITY_PROJECT_PATH: test-project
BUILD_NAME: TestBuild
BUILD_TARGET: WebGL
BUILDS_PATH: builds
BUILD_METHOD: ""
# 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 }}
# Return license
- name: Return License
uses: webbertakken/unity-return-license@v1
if: always()
path: build

19
.github/workflows/test.yml vendored Normal file
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@@ -0,0 +1,19 @@
name: Test Action
on:
pull_request: {}
push: { branches: [master] }
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
- run: yarn build || { echo "build command should always succeed" ; exit 61; }
- run: yarn build --quiet && git diff --quiet builder || { echo "builder should be auto generated" ; exit 62; }

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
}

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.yarnrc Normal file
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save-prefix ""
--install.audit true
--add.audit true

76
CODE_OF_CONDUCT.md Normal file
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# Contributor Covenant Code of Conduct
## Our Pledge
In the interest of fostering an open and welcoming environment, we as
contributors and maintainers pledge to making participation in our project and
our community a harassment-free experience for everyone, regardless of age, body
size, disability, ethnicity, sex characteristics, gender identity and expression,
level of experience, education, socio-economic status, nationality, personal
appearance, race, religion, or sexual identity and orientation.
## Our Standards
Examples of behavior that contributes to creating a positive environment
include:
- Using welcoming and inclusive language
- Being respectful of differing viewpoints and experiences
- Gracefully accepting constructive criticism
- Focusing on what is best for the community
- Showing empathy towards other community members
Examples of unacceptable behavior by participants include:
- The use of sexualized language or imagery and unwelcome sexual attention or
advances
- Trolling, insulting/derogatory comments, and personal or political attacks
- Public or private harassment
- Publishing others' private information, such as a physical or electronic
address, without explicit permission
- Other conduct which could reasonably be considered inappropriate in a
professional setting
## Our Responsibilities
Project maintainers are responsible for clarifying the standards of acceptable
behavior and are expected to take appropriate and fair corrective action in
response to any instances of unacceptable behavior.
Project maintainers have the right and responsibility to remove, edit, or
reject comments, commits, code, wiki edits, issues, and other contributions
that are not aligned to this Code of Conduct, or to ban temporarily or
permanently any contributor for other behaviors that they deem inappropriate,
threatening, offensive, or harmful.
## Scope
This Code of Conduct applies both within project spaces and in public spaces
when an individual is representing the project or its community. Examples of
representing a project or community include using an official project e-mail
address, posting via an official social media account, or acting as an appointed
representative at an online or offline event. Representation of a project may be
further defined and clarified by project maintainers.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be
reported by contacting the project team at webber@takken.io. All
complaints will be reviewed and investigated and will result in a response that
is deemed necessary and appropriate to the circumstances. The project team is
obligated to maintain confidentiality with regard to the reporter of an incident.
Further details of specific enforcement policies may be posted separately.
Project maintainers who do not follow or enforce the Code of Conduct in good
faith may face temporary or permanent repercussions as determined by other
members of the project's leadership.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 1.4,
available at https://www.contributor-covenant.org/version/1/4/code-of-conduct.html
[homepage]: https://www.contributor-covenant.org
For answers to common questions about this code of conduct, see
https://www.contributor-covenant.org/faq

39
CONTRIBUTING.md Normal file
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@@ -0,0 +1,39 @@
# Contributing
## How to Contribute
#### Code of Conduct
This repository has adopted the Contributor Covenant as it's
Code of Conduct. It is expected that participants adhere to it.
#### Proposing a Change
If you are unsure about whether or not a change is desired,
you can create an issue. This is useful because it creates
the possibility for a discussion that's visible to everyone.
When fixing a bug it is fine to submit a pull request right away.
#### Sending a Pull Request
Steps to be performed to submit a pull request:
1. Fork the repository and create your branch from `master`.
2. Run `yarn` in the repository root.
3. If you've fixed a bug or added code that should be tested, add tests!
4. Fill out the description, link any related issues and submit your pull request.
#### Pull Request Prerequisites
You have [Node](https://nodejs.org/) installed at v12.2.0+ and [Yarn](https://yarnpkg.com/) at v1.18.0+.
Please note that commit hooks will run automatically to perform some tasks;
- format your code
- run tests
- build distributable files
#### License
By contributing to this repository, you agree that your contributions will be licensed under its MIT license.

187
README.md
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@@ -1,14 +1,15 @@
# 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)
[![Actions status](https://github.com/webbertakken/unity-builder/workflows/Actions%20%F0%9F%98%8E/badge.svg?event=push&branch=master)](https://github.com/webbertakken/unity-builder/actions?query=branch%3Amaster+event%3Apush+workflow%3A%22Actions+%F0%9F%98%8E%22)
---
GitHub Action to
[build Unity projects](https://github.com/marketplace/actions/unity-builder)
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)
Part of the
[Unity Actions](https://github.com/webbertakken/unity-actions)
collection.
---
@@ -18,13 +19,13 @@ 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.
@@ -32,72 +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:
```
Activate Unity in a step using the
[Unity Activate](https://github.com/marketplace/actions/unity-activate)
action.
Configure the builder as follows:
```yaml
# Configure builder
- name: Build project
id: buildStep
uses: webbertakken/unity-builder@v0.2 # WIP (only webgl for now)
env:
# 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>
BUILD_METHOD: ""
```
> _**Note:** By default the enabled scenes from the
project's settings will be built._
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
```
Return the Unity license in a final step using the
[Unity Return License](https://github.com/marketplace/actions/unity-return-license)
action.
> **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.
Commit and push your workflow definition.
## 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
## Licence
[MIT](./LICENSE)

View File

@@ -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'

15
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,
},
},
],
],
};

View File

@@ -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."
@@ -10,6 +11,8 @@ 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"]

View File

@@ -27,7 +27,7 @@ ExportedObj/
.consulo/
#*.csproj
*.unityproj
*.sln
#*.sln
*.suo
*.tmp
*.user

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@@ -0,0 +1,699 @@
<?xml version="1.0" encoding="utf-8"?>
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<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>
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<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)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Temp\bin\Debug\</OutputPath>
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<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>Temp\bin\Release\</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
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<NoConfig>true</NoConfig>
<NoStdLib>true</NoStdLib>
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m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events
m_EventUrl: https://cdp.cloud.unity3d.com/v1/events
m_ConfigUrl: https://config.uca.cloud.unity3d.com
m_TestInitMode: 0
CrashReportingSettings:
m_EventUrl: https://perf-events.cloud.unity3d.com
m_Enabled: 0
m_LogBufferSize: 10
m_CaptureEditorExceptions: 1
UnityPurchasingSettings:
m_Enabled: 0
m_TestMode: 0
UnityAnalyticsSettings:
m_Enabled: 0
m_TestMode: 0
m_InitializeOnStartup: 1
UnityAdsSettings:
m_Enabled: 0
m_InitializeOnStartup: 1
m_TestMode: 0
m_IosGameId:
m_AndroidGameId:
m_GameIds: {}
m_GameId:
PerformanceReportingSettings:
m_Enabled: 0

View File

@@ -0,0 +1,11 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!937362698 &1
VFXManager:
m_ObjectHideFlags: 0
m_IndirectShader: {fileID: 0}
m_CopyBufferShader: {fileID: 0}
m_SortShader: {fileID: 0}
m_RenderPipeSettingsPath:
m_FixedTimeStep: 0.016666668
m_MaxDeltaTime: 0.05

View File

@@ -0,0 +1,10 @@
{
"m_SettingKeys": [
"VR Device Disabled",
"VR Device User Alert"
],
"m_SettingValues": [
"False",
"False"
]
}

View File

@@ -0,0 +1,20 @@

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{B7F8614B-1EC2-9D3A-DA1C-4D279A867D74}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{B7F8614B-1EC2-9D3A-DA1C-4D279A867D74}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{B7F8614B-1EC2-9D3A-DA1C-4D279A867D74}.Debug|Any CPU.Build.0 = Debug|Any CPU
{B7F8614B-1EC2-9D3A-DA1C-4D279A867D74}.Release|Any CPU.ActiveCfg = Release|Any CPU
{B7F8614B-1EC2-9D3A-DA1C-4D279A867D74}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

15
builder/entrypoint.sh Normal file
View File

@@ -0,0 +1,15 @@
#!/usr/bin/env bash
#
# Run steps
#
source /steps/activate.sh
source /steps/build.sh
source /steps/return_license.sh
#
# 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

97
builder/steps/activate.sh Normal file
View File

@@ -0,0 +1,97 @@
#!/usr/bin/env bash
if [[ -n "$UNITY_LICENSE" ]]; then
#
# PERSONAL LICENSE MODE
#
# This will activate Unity, using a license file
#
# Note that this is the ONLY WAY for PERSONAL LICENSES in 2019.
# * See for more details: https://gitlab.com/gableroux/unity3d-gitlab-ci-example/issues/5#note_72815478
#
# The license file can be acquired using `webbertakken/request-manual-activation-file` action.
LICENSE_MODE="personal"
# Set the license file path
FILE_PATH=UnityLicenseFile.ulf
# Copy license file from Github variables
echo "$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)
# Remove license file
rm -f $FILE_PATH
elif [[ -n "$UNITY_SERIAL" && -n "$UNITY_EMAIL" && -n "$UNITY_PASSWORD" ]]; then
#
# PROFESSIONAL (SERIAL) LICENSE MODE
#
# This will activate unity, using the activating process.
#
# Note: This is the preferred way for PROFESSIONAL LICENSES.
#
LICENSE_MODE="professional"
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 "$UNITY_PASSWORD"
# Store the exit code from the verify command
UNITY_EXIT_CODE=$?
else
#
# LICENSE ACTIVATION FAILED
#
# This will exit since both personal and professional activation modes failed
#
echo "No personal or professional licenses provided!"
echo "Please ensure you have setup one of these licensing methods:"
echo " - Personal: Set the UNITY_LICENSE environment variable."
echo " - Professional: Set the UNITY_EMAIL, UNITY_PASSWORD and UNITY_SERIAL environment variables."
echo "See https://github.com/webbertakken/unity-builder#usage for details."
exit 1;
fi
#
# Display information about the result
#
if [ $UNITY_EXIT_CODE -eq 0 ]; then
# Activation was a success
echo "Activation ($LICENSE_MODE) complete."
else
# Activation failed so exit with the code from the license verification step
echo "Unclassified error occured while trying to activate ($LICENSE_MODE) license."
echo "Exit code was: $UNITY_EXIT_CODE"
exit $UNITY_EXIT_CODE
fi

View File

@@ -4,15 +4,17 @@
# 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;
@@ -29,6 +31,7 @@ fi
if [ -z "$BUILD_TARGET" ]; then
BUILD_TARGET=WebGL
fi
echo "Using build target \"$BUILD_TARGET\"."
#
# Set builds path
@@ -39,12 +42,15 @@ 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 \"$CURRENT_BUILD_PATH\"."
#
# Set the build method, must reference one of:
@@ -63,10 +69,11 @@ if [ -z "$BUILD_METHOD" ]; then
# 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 $UNITY_PROJECT_PATH/Assets/Editor/
cp -r /UnityBuilderAction/Assets/Editor $UNITY_PROJECT_PATH/Assets/Editor/
# Set the Build method to that of UnityBuilder Action
BUILD_METHOD="UnityBuilderAction.Builder.BuildProject"
# Verify recursive paths
@@ -107,7 +114,7 @@ echo "# Current build dir #"
echo "###########################"
echo ""
echo "Creating \"$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 $CURRENT_BUILD_FULL_PATH
@@ -134,7 +141,7 @@ xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
-projectPath "$UNITY_PROJECT_PATH" \
-buildTarget "$BUILD_TARGET" \
-customBuildTarget "$BUILD_TARGET" \
-customBuildPath "$CURRENT_BUILD_FULL_PATH" \
-customBuildPath "$CUSTOM_BUILD_PATH" \
$EXECUTE_BUILD_METHOD
# Catch exit code
@@ -158,19 +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 +1,16 @@
#!/usr/bin/env bash
if [[ -n "$UNITY_SERIAL" ]]; then
#
# 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
fi

View File

@@ -1,35 +0,0 @@
using System.Reflection;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("UnityBuilderAction")]
[assembly: AssemblyDescription("Builder script for Unity Builder action")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("UnityBuilderAction")]
[assembly: AssemblyCopyright("Copyright © 2019-present")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("031F5EE1-35CE-4F77-975A-7E326F898185")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

View File

@@ -1,57 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{031F5EE1-35CE-4F77-975A-7E326F898185}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>UnityBuilderAction</RootNamespace>
<AssemblyName>UnityBuilderAction</AssemblyName>
<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml" />
<Reference Include="UnityEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>..\..\..\Program Files\Unity\2019.2.11f1\Editor\Data\Managed\UnityEditor.dll</HintPath>
</Reference>
<Reference Include="UnityEngine">
<HintPath>C:\Program Files\Unity\2019.2.11f1\Editor\Data\Managed\UnityEngine.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Builder.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<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>

8
jest.config.js Normal file
View File

@@ -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
View File

@@ -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
View File

@@ -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
View File

@@ -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);
});
});

61
src/model/docker.js Normal file
View File

@@ -0,0 +1,61 @@
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 ${tag}`;
await exec(command, null, { silent });
return tag;
}
static async run(image, parameters, silent = false) {
const { workspace, platform, projectPath, buildName, buildsPath, method } = parameters;
const { version } = image;
const command = `docker run \
--workdir /github/workspace \
--rm \
--env UNITY_LICENSE \
--env UNITY_EMAIL \
--env UNITY_PASSWORD \
--env UNITY_SERIAL \
--env UNITY_VERSION=${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
View File

@@ -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
View File

@@ -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/

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guid: 7318f4af514280d49b66c315d1f80caf
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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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"com.unity.platforms.web": "0.1.3-preview",
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guid: 9fc0d4010bbf28b4594072e72b8655ab
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AndroidFilterTouchesWhenObscured: 0
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productName: test-project
productName: simple-test-project
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@@ -84,7 +84,7 @@ PlayerSettings:
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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
templatePackageId: com.unity.template.3d@3.1.3
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:
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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
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@@ -90,7 +76,7 @@ QualitySettings:
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@@ -99,22 +85,15 @@ QualitySettings:
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resolutionScalingFixedDPIFactor: 1
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5893
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