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Copy file name to clipboardExpand all lines: .yamato/project.metafile
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# It uses ubuntu since Linux VMs are faster and cheaper to provision than Mac or Windows Virtual Machines (VMs).
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# The b1.small flavour is nearly always sufficient for jobs that don’t involve running Unity.
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small_agent:
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- name: Ubuntu
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- name: ubuntu
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type: Unity::VM
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image: package-ci/ubuntu-22.04:v4
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flavor: b1.small
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test_platforms:
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# Default platform is used for all basic jobs. Ubuntu was chosen since it's fastest and most available
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default:
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- name: Ubuntu
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- name: ubuntu
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type: Unity::VM
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image: package-ci/ubuntu-22.04:v4
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flavor: b1.large
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standalone: StandaloneLinux64
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# Desktop platforms cover all main desktop platforms
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desktop:
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- name: Ubuntu
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- name: ubuntu
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type: Unity::VM
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image: package-ci/ubuntu-22.04:v4
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flavor: b1.large
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standalone: StandaloneLinux64
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- name: Win
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- name: win
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type: Unity::VM
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image: package-ci/win10:v4
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flavor: b1.large
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standalone: StandaloneWindows64
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- name: Mac
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- name: mac
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type: Unity::VM::osx
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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: default
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- name: mac-arm64
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type: Unity::VM::osx
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image: package-ci/macos-13-arm64:v4
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flavor: m1.mac
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standalone: StandaloneOSX
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model: M1
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- name: windows-arm64
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type: Unity::VM::Azure
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image: package-ci/win11-arm64:v4
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flavor: b1.large
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standalone: StandaloneWindows64
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model: arm
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# Mobile platforms cover all main mobile devices. There is a split between the build and run phase so there is a need of splitting specification for both (since its different)
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mobile_build:
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# It would be simpler to build android app with ubuntu but the option with windows was chosen since it covers more users
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- name: Android
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- name: android
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type: Unity::VM
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image: package-ci/win10:v4
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flavor: b1.large
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standalone: Android
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- name: iOS
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- name: ios
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type: Unity::VM::osx
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image: package-ci/macos-13:v4
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flavor: m1.mac
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standalone: IOS
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mobile_test:
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- name: Android
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- name: android
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type: Unity::mobile::shield
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image: package-ci/win10:v4
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image: package-ci/ubuntu-22.04:v4
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flavor: b1.large
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model: ShieldPro
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standalone: Android
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- name: iOS
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- name: ios
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type: Unity::mobile::iPhone
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image: package-ci/macos-13:v4
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flavor: m1.mac
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model: SE
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standalone: IOS
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# We should test on at least one more "exotic" platform. Nintendo Switch was chosen as it represents broadly console platforms
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console:
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- name: NintendoSwitch
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console_no_split:
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- name: nintendoSwitch
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type: Unity::console::switch
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image: package-ci/win10-switch:v4
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flavor: b1.large
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standalone: Switch
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# Requires splitting
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- name: XboxOne
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type: Unity::console::xbox
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image: package-ci/win10-xbox
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flavor: b1.large
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standalone: GameCoreXboxOne
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- name: Ps4
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- name: ps4
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type: Unity::console::ps4
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image: package-ci/win10-ps4
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flavor: b1.large
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standalone: PS4
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# PS5 requires splitting like Android and IOS
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- name: Ps5
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console_build:
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- name: xboxOne
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type: Unity::console::xbox
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image: package-ci/win10-xbox
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flavor: b1.large
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standalone: GameCoreXboxOne
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- name: ps5
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type: Unity::console::ps5
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image: package-ci/win10-ps5
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flavor: b1.large
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standalone: PS5
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Arm64:
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- name: Mac-arm64
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type: Unity::VM::osx
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image: package-ci/macos-13-arm64:v4
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flavor: m1.mac
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model: M1
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- name: Android-arm64
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type: Unity::VM::Azure
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image: package-ci/win11-arm64:v4
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console_test:
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- name: xboxOne
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type: Unity::console::xbox
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image: package-ci/win10-xbox
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flavor: b1.large
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model: arm
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standalone: GameCoreXboxOne
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- name: ps5
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type: Unity::console::ps5
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image: package-ci/win10-ps5
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flavor: b1.large
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standalone: PS5
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# Editors to be used for testing.
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# Since NGOv2 official support started from U6 it means that only those editors should be used for testing
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