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Modified mac model to Silicon
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.yamato/desktop-standalone-tests.yml

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@@ -39,6 +39,9 @@ desktop_standalone_build_{{ project.name }}_{{ platform.name }}_{{ backend }}_{{
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type: {% if platform.name == "mac" %} {{ platform.type }} {% else %} {{ platform.type }}::GPU {% endif %}
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image: {{ platform.image }}
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flavor: {{ platform.flavor }}
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{% if platform.model %}
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model: {{ platform.model }} # This is set only in platforms where we want non-default model to use (more information in project.metafile)
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{% endif %}
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commands:
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- unity-downloader-cli -u {{ editor }} -c Editor {% if backend == "il2cpp" %} -c il2cpp {% endif %} --wait
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- UnifiedTestRunner --suite=playmode --platform={{ platform.standalone }} --editor-location=.Editor --testproject={{ project.path }} --scripting-backend={{ backend }} --testfilter="Unity.Netcode.RuntimeTests.*" --player-save-path=build/players --artifacts-path=artifacts --extra-editor-arg=-batchmode --extra-editor-arg=-nographics --reruncount=1 --clean-library-on-rerun --build-only --timeout=1800
@@ -70,6 +73,9 @@ desktop_standalone_test_{{ project.name }}_{{ platform.name }}_{{ backend }}_{{
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type: {% if platform.name == "mac" %} {{ platform.type }} {% else %} {{ platform.type }}::GPU {% endif %}
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image: {{ platform.image }}
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flavor: {{ platform.flavor }}
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{% if platform.model %}
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model: {{ platform.model }} # This is set only in platforms where we want non-default model to use (more information in project.metafile)
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{% endif %}
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commands:
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- unity-downloader-cli -u {{ editor }} -c Editor {% if backend == "il2cpp" %} -c il2cpp {% endif %} --wait
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- UnifiedTestRunner --suite=playmode --player-load-path=build/players --artifacts-path=test-results --testproject={{ project.path }} --editor-location=.Editor --playergraphicsapi=Null --fail-on-assert --reruncount=1 --clean-library-on-rerun --timeout=1800

.yamato/project.metafile

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@@ -58,6 +58,7 @@ test_platforms:
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image: package-ci/macos-13:v4
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flavor: m1.mac
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standalone: StandaloneOSX
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model: M1 # The default model (an x64 Intel Mac VM) quite often caused a known issue of doing all the bitflips in packages resulting in failures
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# For mobile devices there is a split between the build and run phase so there is a need of splitting specification for both
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# TODO: For android we could consider adding ARM64 configuration
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mobile_build:

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