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@@ -5,28 +5,27 @@ You can check out the sample app on the [Releases tab](https://github.com/Persom
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## Features
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- GitHub Releases
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- Builds get submitted to the "Releases" tab of your repo as a new release with separate .zip files for each build.
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- Builds get submitted to the "Releases" tab of your repo as a new release with separate .zip files for each build.
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- Last Commit SHA is added to the project via a .json file.
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- `\Assets\Data\data.json` in the project which can be displayed in game (on a main menu or something if you want).
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- Showcased in the Unity project scene.
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- `\Assets\Data\data.json` in the project which can be displayed in game (on a main menu or something if you want).
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- Showcased in the Unity project scene.
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- Version number is updated to Unity's player and can be accessed using `Application.version`.
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- Project name is updated to Unity's player and can be accessed using `Application.productName`.
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- Unity Build Profiles
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- Under the `buildForAllSupportedPlatforms` job, you can change the `strategy`'s `matrix` and include whatever build profiles you want.
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- Showcased in the differences between the built Unity projects, including the defines included in the Build Profiles as displayed in the Unity project scene.
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- Under the `buildForAllSupportedPlatforms` job, you can change the `strategy`'s `matrix` and include whatever build profiles you want
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- Showcased in the differences between the built Unity projects, including the defines included in the Build Profiles as displayed in the Unity project scene.
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- Supports [semantic versioning](https://semver.org/) (MAJOR.MINOR.PATCH).
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- Every push increments the PATCH number, with MAJOR and MINOR being incremented maually.
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- Every push increments the PATCH number, with MAJOR and MINOR being incremented maually.
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- *(Optional)* Parallel builds (to speed up development, but may need to be turned off if memory is exceeding what your runner supports).
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- Under the `buildForAllSupportedPlatforms` job, you can change the `strategy`'s `max-parallel` value accordingly.
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- Under the `buildForAllSupportedPlatforms` job, you can change the `strategy`'s `max-parallel` value accordingly.
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- *(Optional)* Fail fast support, so you're not creating multiple builds if one fails.
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- Under the `buildForAllSupportedPlatforms` job, you can change the `strategy`'s `fail-fast` accordingly.
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- It's set as `false` by default because sometimes there could be a problem with a single build profile or platform -- but it's there if you're stingy with your runner minutes.
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- Under the `buildForAllSupportedPlatforms` job, you can change the `strategy`'s `fail-fast` accordingly.
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- It's set as `false` by default because sometimes there could be a problem with a single build profile or platform -- but it's there if you're stingy with your runner minutes.
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- *(Optional)* LFS support
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- Under the `Checkout repository` step, change the `lfs` value accordingly.
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- Under the `Checkout repository` step, change the `lfs` value accordingly.
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- *(Optional)* Concurrent workflows
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- Under `concurrency`, set the `cancel-in-progress` value accordingly.
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- This is mostly to save on runner minutes, but if you don't care about that, leaving it `false` allows you to better track down a bug, especially when collaborating with multiple devs or if you have long build times.
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- Under `concurrency`, set the `cancel-in-progress` value accordingly.
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- This is mostly to save on runner minutes, but if you don't care about that, leaving it `false` allows you to better track down a bug, especially when collaborating with multiple devs or if you have long build times.
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## Workflows
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- `webgl-dev`: Dev build for WebGL with DEV defines included
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- `webgl-rel`: Release build for WebGL with REL defines included
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### Versioning (`version-bump.yml`)
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### Version Bumping (`version-bump.yml`)
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Used to manually version bump the version number. Should be in the format `X.Y.Z`. All future pushes will subsequently start incrementing based on the new MAJOR or MINOR version changes.
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- Ex: If the last version before triggering this workflow is `v0.0.42`, and the workflow was triggered with `v0.1.0`, the next `build.yml` workflow run will create the version tag `v0.1.1`.
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- Ex: If the last version before triggering this workflow is `v0.0.42`, and the workflow was triggered with `v0.1.0`, the next `build.yml` workflow run will create the version tag `v0.1.1`.
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## Set up
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1. Find/Generate Unity license
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1. Open Unity Hub and log in with your Unity account (if you do not have a current .ulf) then navigate to Preferences > Licenses > Add)
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2. Find your `Unity_lic.ulf` file
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- Windows: `C:\ProgramData\Unity\Unity_lic.ulf`
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- Mac: `/Library/Application Support/Unity/Unity_lic.ulf`
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- Linux: `~/.local/share/unity3d/Unity/Unity_lic.ulf`
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2. Hook up Unity Credentials
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1. On your GitHub repo's, navigate to Setting > Secrets and variables > Actions
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2. Create three new Repository secrets
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- `UNITY_LICENSE` (Paste the contents of your license file into here)
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- `UNITY_EMAIL` (Add the email address that you use to log into Unity)
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- `UNITY_PASSWORD` (Add the password that you use to log into Unity)
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3. Create initial version tag
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1. Navigate to your GitHub version tags page `github.com/username_or_org/repo_name/releases/new`
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2. Click "Tag: Select Tag"
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3. Set tag to v0.0.0
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4. Click "Create"
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5. Set "Release title"
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6. Click "Publish release"
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4. Copy the workflows located in this repo's `.github/workflows/` into your `.github/workflows/` (create this directory if you don't have one already
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- `build.yml`
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- `version-bump.yml`
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5. In `build.yml`'s `buildForAllSupportedPlatforms` step, include the Unity Build Profiles you want generated
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1. Fork/clone this repository (rename it to match your package or project)
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- Or if you already have a project: Copy the workflows located in this repo's `.github/workflows/` into your `.github/workflows/` (create this directory if you don't have one already
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- `.github/workflows/build.yml`
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- `.github/workflows/version-bump.yml`
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2. Create initial version tag
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1. Navigate to your GitHub version tags page `github.com/username_or_org/repo_name/releases/new`
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2. Click "Tag: Select Tag"
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3. Set tag to v0.0.0
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4. Click "Create"
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5. Set "Release title"
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6. Click "Publish release"
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3. Find/Generate Unity license
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1. Open Unity Hub and log in with your Unity account (if you do not have a current .ulf) then navigate to Preferences > Licenses > Add)
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2. Find your `Unity_lic.ulf` file
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- Windows: `C:\ProgramData\Unity\Unity_lic.ulf`
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- Mac: `/Library/Application Support/Unity/Unity_lic.ulf`
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- Linux: `~/.local/share/unity3d/Unity/Unity_lic.ulf`
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4. Hook up Unity Credentials
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1. On your GitHub repo's, navigate to Setting > Secrets and variables > Actions
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2. Create three new Repository secrets
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- `UNITY_LICENSE` (Paste the contents of your license file into here)
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- `UNITY_EMAIL` (Add the email address that you use to log into Unity)
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- `UNITY_PASSWORD` (Add the password that you use to log into Unity)
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5. In `.github/workflows/build.yml`, in the `env`, set the following variables:
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- `PROJECT_NAME` (line 18) variable to your project's name
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- `UNITY_VERSION`(line 19) variable to your project's Unity version
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- `PROJECT_PATH`(line 20) variable to your project's path
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5. In `.github/workflows/build.yml` in the `buildForAllSupportedPlatforms` step, include the Unity Build Profiles you want generated
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6. In `build.yml`'s `Build with Unity (Build Profile)` step, set the `projectPath` variable to your project folder
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7. In `build.yml`'s `Build with Unity (Build Profile)` step, set the `unityVersion` variable to the version of Unity you're using
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- Ensure it uses a version of Unity that GameCI supports on their [tags page](https://hub.docker.com/r/unityci/editor/tags)
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8. In `build.yml`, in the `env`, set the `PROJECT_NAME` variable to your project's name.
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9. In `build.yml`, in the `env`, set the `UNITY_VERSION` variable to your project's Unity version.
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10. In `build.yml`, in the `env`, set the `PROJECT_PATH` variable to your project's path.
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- Ensure it uses a version of Unity that GameCI supports on their [tags page](https://hub.docker.com/r/unityci/editor/tags)
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## Future Plans
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*No plans on when I'd release these features, would likely depend on my needs for a specific project/boredom/random interest in moving this project along.*

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