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Merge branch 'develop' into isx-2140-fix-link-xml-location
2 parents fe9e966 + 6b042c2 commit 0e4dc80

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.yamato/upm-ci.yml

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Original file line numberDiff line numberDiff line change
@@ -10,6 +10,8 @@
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type: {{ platform.type }}
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image: {{ platform.image }}
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flavor: {{ platform.flavor }}
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variables:
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EDITOR_VERSION: {{ editor.version }}
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commands:
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- {{ utr_install_win }}
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- {{ upm_ci_install }}
@@ -23,12 +25,12 @@
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- move /Y .\Assets\Samples.meta .\Packages\com.unity.inputsystem
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- upm-ci package pack --package-path ./Packages/com.unity.inputsystem/
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# Run upm-ci verification tests as well as tests contained in the package.
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- upm-ci package test --package-path ./Packages/com.unity.inputsystem/ -u {{ editor.version }}
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- upm-ci package test --package-path ./Packages/com.unity.inputsystem/ -u %EDITOR_VERSION%
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{% if platform.name == "win" %} --enable-code-coverage --code-coverage-options "generateAdditionalMetrics;generateHtmlReport;assemblyFilters:+Unity.InputSystem"
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--extra-utr-arg="--coverage-results-path={{ yamato_source_dir_win }}/upm-ci~/test-results/CodeCoverage/Package" {% endif %}
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{% if platform.installscript %}
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- {{ unity_downloader_install }}
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- {{ platform.installscript }} {{ editor.version }}
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- {{ platform.installscript }} %EDITOR_VERSION%
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{% endif %}
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# ADBv2 on 2019.4 causes the test runner to not start on initial import when the
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# samples are in the package. Move the samples back into the project.
@@ -54,6 +56,8 @@
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type: {{ platform.type }}
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image: {{ platform.image }}
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flavor: {{ platform.flavor }}
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variables:
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EDITOR_VERSION: {{ editor.version }}
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commands:
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- {{ utr_install_nix }}
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- {{ upm_ci_install }}
@@ -66,10 +70,10 @@
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- mv ./Assets/Samples.meta ./Packages/com.unity.inputsystem
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- upm-ci package pack --package-path ./Packages/com.unity.inputsystem/
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# Run upm-ci verification tests as well as tests contained in the package.
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- upm-ci package test --package-path ./Packages/com.unity.inputsystem/ -u {{ editor.version }} {% if platform.name == "mac" or platform.name == "linux" %} --enable-code-coverage --code-coverage-options "generateAdditionalMetrics;generateHtmlReport;assemblyFilters:+Unity.InputSystem" --extra-utr-arg="--coverage-results-path={{ yamato_source_dir_nix }}/upm-ci~/test-results/CodeCoverage/Package" {% endif %}
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- upm-ci package test --package-path ./Packages/com.unity.inputsystem/ -u $EDITOR_VERSION {% if platform.name == "mac" or platform.name == "linux" %} --enable-code-coverage --code-coverage-options "generateAdditionalMetrics;generateHtmlReport;assemblyFilters:+Unity.InputSystem" --extra-utr-arg="--coverage-results-path={{ yamato_source_dir_nix }}/upm-ci~/test-results/CodeCoverage/Package" {% endif %}
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{% if platform.installscript %}
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- {{ unity_downloader_install }}
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- {{ platform.installscript }} {{ editor.version }}
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- {{ platform.installscript }} $EDITOR_VERSION
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{% endif %}
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# ADBv2 on 2019.4 causes the test runner to not start on initial import when the
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# samples are in the package. Move the samples back into the project.
@@ -96,10 +100,12 @@ build_ios_{{ editor.version }}_{{ category.name }}:
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type: Unity::VM::osx
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image: {{ ios_and_tvos_macos_bokken_image }}
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flavor: b1.large
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variables:
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EDITOR_VERSION: {{ editor.version }}
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commands:
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- {{ utr_install_nix }}
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- {{ unity_downloader_install }}
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- unity-downloader-cli -c Editor -c iOS -u {{ editor.version }} --fast --wait
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- unity-downloader-cli -c Editor -c iOS -u $EDITOR_VERSION --fast --wait
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- ./utr --suite=playmode {% if category.name == "performance" %} --category=Performance {% endif %} --platform=iOS --editor-location=.Editor --testproject=. --player-save-path=build/players --artifacts_path=build/logs --build-only --report-performance-data --performance-project-id=InputSystem
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after:
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- {{ instabilities_install_nix }}
@@ -119,6 +125,8 @@ run_ios_{{ editor.version }}_{{ category.name }}:
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image: {{ ios_and_tvos_macos_bokken_image }}
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model: SE
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flavor: b1.medium
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variables:
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EDITOR_VERSION: {{ editor.version }}
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skip_checkout: true
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dependencies:
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- .yamato/upm-ci.yml#build_ios_{{ editor.version }}_{{ category.name }}
@@ -140,10 +148,12 @@ build_tvos_{{ editor.version }}:
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type: Unity::VM::osx
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image: {{ ios_and_tvos_macos_bokken_image }}
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flavor: b1.large
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variables:
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EDITOR_VERSION: {{ editor.version }}
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commands:
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- {{ utr_install_nix }}
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- {{ unity_downloader_install }}
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- unity-downloader-cli -c Editor -c AppleTV -u {{ editor.version }} --fast --wait
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- unity-downloader-cli -c Editor -c AppleTV -u $EDITOR_VERSION --fast --wait
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- ./utr --suite=playmode --platform=tvOS --editor-location=.Editor --testproject=. --player-save-path=build/players --artifacts_path=build/logs --build-only --report-performance-data --performance-project-id=InputSystem
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after:
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- {{ instabilities_install_nix }}
@@ -162,6 +172,8 @@ run_tvos_{{ editor.version }}:
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type: Unity::mobile::appletv
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image: {{ ios_and_tvos_macos_bokken_image }}
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flavor: b1.medium
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variables:
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EDITOR_VERSION: {{ editor.version }}
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skip_checkout: true
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dependencies:
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- .yamato/upm-ci.yml#build_tvos_{{ editor.version }}
@@ -184,10 +196,12 @@ build_android_{{ editor.version }}_{{ backend.name }}_{{ category.name }}:
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type: Unity::VM
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image: package-ci/win10:default
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flavor: b1.xlarge
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variables:
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EDITOR_VERSION: {{ editor.version }}
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commands:
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- {{ utr_install_win }}
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- {{ unity_downloader_install }}
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- unity-downloader-cli -c Editor -c Android -u {{ editor.version }} --fast --wait
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- unity-downloader-cli -c Editor -c Android -u %EDITOR_VERSION% --fast --wait
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- ./utr --suite=playmode {% if category.name == "performance" %} --category=Performance {% endif %} --platform=Android --editor-location=.Editor --testproject=. --player-save-path=build/players --artifacts_path=build/logs --scripting-backend={{ backend.name }} --build-only --repository --performance-project-id=InputSystem
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after:
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- {{ instabilities_install_win }}
@@ -206,6 +220,8 @@ run_android_{{ editor.version }}_{{ backend.name }}_{{ category.name }}:
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type: Unity::mobile::shield
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image: package-ci/win10:default
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flavor: b1.medium
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variables:
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EDITOR_VERSION: {{ editor.version }}
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# Skip repository cloning
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skip_checkout: true
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# Set a dependency on the build job
@@ -237,7 +253,7 @@ run_android_{{ editor.version }}_{{ backend.name }}_{{ category.name }}:
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{% endfor %} # editors
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all_tests:
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name: All Tests
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name: All Tests
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dependencies:
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{% for editor in editors %}
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{% for platform in platforms_win %}

Packages/com.unity.inputsystem/CHANGELOG.md

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@@ -34,6 +34,7 @@ however, it has to be formatted properly to pass verification tests.
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- Fixed an issue with default device selection when adding new Control Scheme.
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- Fixed an issue where action map delegates were not updated when the asset already assigned to the PlayerInput component were changed [ISXB-711](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-711).
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- Fixed Action properties edition in the UI Toolkit version of the Input Actions Asset editor. [ISXB-1277](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1277)
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- Fixed an issue where batch jobs would fail with "Error: Error building Player because scripts are compiling" if a source generated .inputactions asset is out of sync with its generated source code (ISXB-1300).
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### Changed
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- Changed location of the link xml file (code stripping rules), from a temporary directory to the project Library folder (ISX-2140).

Packages/com.unity.inputsystem/Documentation~/UISupport.md

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@@ -32,6 +32,7 @@ The three main UI solutions are **UI Toolkit**, **Unity UI**, and **IMGUI**. The
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- From Unity 2023.2 and onwards, the UI actions defined in the default [project-wide actions](./ProjectWideActions.md) directly map to UI Toolkit input. You do not need to use the UI Input Module component.</br></br>
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- In versions of Unity prior to 2023.2, you must use the UI Input Module component to define which actions are passed through from the Input System to the UI.
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- Refer to UI Toolkit [Runtime UI event system and input handling](https://docs.unity3d.com/Manual/UIE-Runtime-Event-System.html) for more information on how to configure UI Toolkit input.
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**For [**Unity UI**](https://docs.unity3d.com/Packages/com.unity.ugui@latest), also known as "uGUI" (a GameObject and Component style UI solution):**
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Packages/com.unity.inputsystem/InputSystem/Editor/AssetImporter/InputActionImporter.cs

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Original file line numberDiff line numberDiff line change
@@ -256,11 +256,11 @@ private static void GenerateWrapperCode(AssetImportContext ctx, InputActionAsset
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if (InputActionCodeGenerator.GenerateWrapperCode(wrapperFilePath, asset, options))
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{
259-
// When we generate the wrapper code cs file during asset import, we cannot call ImportAsset on that directly because
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// script assets have to be imported before all other assets, and are not allowed to be added to the import queue during
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// asset import. So instead we register a callback to trigger a delayed asset refresh which should then pick up the
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// changed/added script, and trigger a new import.
263-
EditorApplication.delayCall += AssetDatabase.Refresh;
259+
// This isn't ideal and may have side effects, but we cannot avoid compiling again.
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// Previously we attempted to run a EditorApplication.delayCall += AssetDatabase.Refresh
261+
// but this would lead to "error: Error building Player because scripts are compiling" in CI.
262+
// Previous comment here warned against not being able to reimport here directly, but it seems it's ok.
263+
AssetDatabase.ImportAsset(wrapperFilePath);
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}
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}
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