You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
# Add BuilderScript.cs to the project so we can modify and build the project using Unity Editor.
57
57
# This is a bit tricky step, notice that we also need to include proper assembly definition in order for those scripts to compile properly.
58
58
# TODO: the asmdef file can be simplified
59
+
- python -c "import os, shutil; d = 'C:/ClonedProject/{{ netcodeProject[1].projectPath }}/Assets/Scripts/Editor'; if os.path.exists(d): shutil.rmtree(d)" # --> Remove the directory if it exists to ensure we start with a clean slate
59
60
- python -c "import os; os.makedirs('C:/ClonedProject/{{ netcodeProject[1].projectPath }}/Assets/Scripts/Editor', exist_ok=True)" # --> Create the directory if it doesn't exist
60
61
- python -c "import shutil; shutil.copy('Tools/CI/scripts/BuildAutomation/Unity.ProjectBuild.Editor.asmdef', 'C:/ClonedProject/{{ netcodeProject[1].projectPath }}/Assets/Scripts/Editor/')" # --> Copy the asmdef file to the directory
61
62
- python -c "import shutil; shutil.copy('Tools/CI/scripts/BuildAutomation/BuilderScripts.cs', 'C:/ClonedProject/{{ netcodeProject[1].projectPath }}/Assets/Scripts/Editor/')" # --> Copy the BuilderScripts.cs file to the directory (for build configuration setup)
0 commit comments