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
# Run API validation to early-detect all new APIs that would force us to release new minor version of the package. Note that for this to work the package version in package.json must correspond to "actual package state" which means that it should be higher than last released version
# Run API validation to early-detect all new APIs that would force us to release new minor version of the package. Note that for this to work the package version in package.json must correspond to "actual package state" which means that it should be higher than last released version
- python Tools/scripts/release.py # Needed to ensure that CHANGELOG is properly formatted for this test due to the fact that we have bumped package version (to properly perform vetting tests)
# Note that we are using internal Unity repo. This means that we may test with newest changes that are not yet released to our users (there are also public versions)
5
+
# Note that for BossRoom 'main' branch supports NGOv1.X and 'develop' branch supports NGOv2.X
# The above line corresponds to https://internaldocs.unity.com/yamato_continuous_integration/usage/templating/
4
+
5
+
# Yamato paths disclaimer:
6
+
# Note that artifacts can get only local paths and since cloned project is in different location, you need to be careful with paths
7
+
# All artifact paths are defined relative to the Yamato source directory (YAMATO_SOURCE_DIR) and are case-sensitive.
8
+
# !!! important “Artifact directory locations” All artifact globs are defined relative to the source directory (YAMATO_SOURCE_DIR). Yamato can’t capture artifacts from outside this directory, so if you need files from elsewhere, you should copy them into your source directory as part of job commands.
9
+
10
+
# Those jobs were created in order to (in most cases) speed up playtesting and development time.
11
+
# The aim is to collect all possible projects that use Netcode for Entities and create a job that will build the project with the given version of N4E package.
12
+
# The package is taken directly from the branch from which the job was triggered. So image triggering the job from release/2.0.0 and release/2.1.0 branch to compare differences
13
+
# Example use case would be to trigger the build job on Sunday so by Monday morning all builds are ready for playtesting. This limits the time a dev/QA has to spend building projects for different configurations (win, mac, Android, scripting backends, burst etc) or simply time necessary for building huge projects (Megacity).
14
+
15
+
# This job takes parameters as scriptable backend configuration, burst compilation, unity editor version and platform.
16
+
# Since Yamato variables can't be restricted to only specific values, the job will validate the parameters passed to it and fail quickly if those are incorrect. In order to see what options are available, please look at the variable name.
17
+
18
+
# Note that for now all of those builds are being made on Windows machine (so for example combination of macOS + il2cpp is expected to fail)
19
+
# TODO: for now all builds are being made on Windows machine, but it would be nice to have a Mac build as well.
- echo Building {{ netcodeProject[0] }} project with Unity version of %UNITY_VERSION%, Scripting backend %SCRIPTING_BACKEND_IL2CPP_MONO%, Burst %BURST_ON_OFF% for platform %PLATFORM_WIN64_MAC_ANDROID%
37
+
38
+
# Clone the external project repository into a specific directory. Notice that branch is also specified.
# Modify the external project's manifest to use the local N4E package from current branch on which this Yamato job is running. (requires python that should be preinstalled in the image)
# Download the Unity Editor version specified in the UNITY_VERSION variable. Il2cpp component is downloaded only if the SCRIPTING_BACKEND_IL2CPP_MONO is set to "il2cpp".
53
+
# TODO: we could download components only if needed
# Build the project using Unity Editor. This will call the given static BuilderScripts method.
62
+
# Ideally, it would be nice to parametrize the BuilderScripts (for example to pass scripting backend as parameter) but -executeMethod only calls static methods without parameters so for now we will have multiple configurations
63
+
# Notice that for Android platform even if mono is selected, il2cpp will be used since mono is not supported for Android builds.
# Because of this we need to ensure that all files are copied to the source directory.
83
+
# TODO: this can be omitted if I can somehow build the project in the source directory (YAMATO_SOURCE_DIR) instead of C:/CompetitiveAction
84
+
- python -c "import os; os.makedirs('./build', exist_ok=True)" # --> Create the build directory if it doesn't exist
85
+
- python -c "import shutil; shutil.copytree('C:/ClonedProject/{{ netcodeProject[1].projectPath }}/build', './build', dirs_exist_ok=True)" # --> Copy the build directory to the source directory (YAMATO_SOURCE_DIR). Remember to copy entire directory and not only exe file
{% metadata_file .yamato/project.metafile %} # All configuration that is used to create different configurations (used in for loops) is taken from this file.
# This configuration defines vetting tests for the Tools package which allows to validate if the package is in releasable state. This is important in particular because of API validation that allows to detect if we are introducing any new APIs that will force us to bump package version to new minor
5
+
# If this test fails with new API error we should either make those API internal OR bump package version to new minor (note that the package version reflects the current package state)
6
+
7
+
# Note that we are packing the package only (no project context) so if package have any soft dependencies then project should be used to test it (to enable those APIs)
8
+
{% for editor in validation_editors.minimal -%}
9
+
vetting_test:
10
+
name: MP Tools - Vetting Test (Win, {{editor}} LTS)
0 commit comments