Move docs to unity-ci.com

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# Unity - Builder <div align="center">
<a href="https://github.com/marketplace/actions/unity-builder">
[![Actions status](https://github.com/webbertakken/unity-builder/workflows/Actions/badge.svg?event=push&branch=master)](https://github.com/webbertakken/unity-builder/actions?query=branch%3Amaster+event%3Apush+workflow%3A%22Actions) <img width="800" src="media/UnityBuilder-Logo.png" alt="Unity Builder">
[![lgtm - code quality](https://img.shields.io/lgtm/grade/javascript/g/webbertakken/unity-builder.svg?logo=lgtm&logoWidth=18)](https://lgtm.com/projects/g/webbertakken/unity-builder/context:javascript) </a>
[![codecov - test coverage](https://codecov.io/gh/webbertakken/unity-builder/branch/master/graph/badge.svg)](https://codecov.io/gh/webbertakken/unity-builder) <br />
<br />
---
GitHub Action to GitHub Action to
[build Unity projects](https://github.com/marketplace/actions/unity-builder) [build Unity projects](https://github.com/marketplace/actions/unity-builder)
for different platforms. for different platforms.
Part of the Part of the <a href="https://unity-ci.com"><img height="30" src="media/UnityCI-ReferenceLogo.png" alt="Unity CI"></a> open source project.
[Unity Actions](https://github.com/webbertakken/unity-actions) <br />
collection. <br />
--- [![Actions status](https://github.com/webbertakken/unity-builder/workflows/Actions/badge.svg?event=push&branch=master)](https://github.com/webbertakken/unity-builder/actions?query=branch%3Amaster+event%3Apush+workflow%3A%22Actions)
[![lgtm - code quality](https://img.shields.io/lgtm/grade/javascript/g/webbertakken/unity-builder.svg?logo=lgtm&logoWidth=18)](https://lgtm.com/projects/g/webbertakken/unity-builder/context:javascript)
[![codecov - test coverage](https://codecov.io/gh/webbertakken/unity-builder/branch/master/graph/badge.svg)](https://codecov.io/gh/webbertakken/unity-builder)
<br />
<br />
[Github Action](https://github.com/features/actions) </div>
to build Unity projects for different platforms.
It is recommended to run the ## How to use
[Test](https://github.com/webbertakken/unity-actions#test)
action from the
[Unity Actions](https://github.com/webbertakken/unity-actions)
collection before running this action. This action also requires the [Activation](https://github.com/marketplace/actions/unity-activate) step.
## Documentation Find the
[docs](https://unity-ci.com/docs/github)
on the Unity CI
[website](https://unity-ci.com/).
See the ## Related actions
[Unity Actions](https://github.com/webbertakken/unity-actions)
collection repository for workflow documentation and reference implementation.
## Usage Visit the
<a href="https://github.com/webbertakken/unity-actions"><img height="30" src="media/UnityActions-ReferenceLogo.png" alt="Unity Actions"></a>
status repository for related Actions.
#### Setup builder ## Community
By default the enabled scenes from the project's settings will be built. Feel free to join us on
<a href="http://unity-ci.com/discord"><img height="30" src="media/Discord-Logo.svg" alt="Discord" /></a>
and engage with the community.
Create or edit the file called `.github/workflows/main.yml` and add a job to it. ## Contributing
##### Personal License To help out sharpen the documentation, please find the docs [repository](https://github.com/Unity-CI/Website).
Personal licenses require a one-time manual activation step (per unity version). To contribute to Unity Builder, kindly read the [contribution guide](./CONTRIBUTING.md).
Make sure you
[acquire and activate](https://github.com/marketplace/actions/unity-request-activation-file)
your license file and add it as a secret.
Then, define the build step as follows:
```yaml
- uses: webbertakken/unity-builder@<version>
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
with:
projectPath: path/to/your/project
unityVersion: 2020.X.XXXX
targetPlatform: WebGL
```
##### Professional license
Professional licenses do not need any manual steps.
Instead, three variables will need to be set.
- `UNITY_EMAIL` (should contain the email address for your Unity account)
- `UNITY_PASSWORD` (the password that you use to login to Unity)
- `UNITY_SERIAL` (the serial provided by Unity)
Define the build step as follows:
```yaml
- uses: webbertakken/unity-builder@<version>
env:
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }}
with:
projectPath: path/to/your/project
unityVersion: 2020.X.XXXX
targetPlatform: WebGL
```
That is all you need to build your project.
#### Storing the build
To be able to access your built files,
they need to be uploaded as artifacts.
To do this it is recommended to use Github Actions official
[upload artifact action](https://github.com/marketplace/actions/upload-artifact)
after any build action.
By default, Builder outputs it's builds to a folder named `build`.
Example:
```yaml
- uses: actions/upload-artifact@v1
with:
name: Build
path: build
```
Builds can now be downloaded as Artifacts in the Actions tab.
#### Caching
In order to make builds run faster, you can cache Library files from previous
builds. To do so simply add Github Actions official
[cache action](https://github.com/marketplace/actions/cache) before any unity steps.
Example:
```yaml
- uses: actions/cache@v1.1.0
with:
path: path/to/your/project/Library
key: Library-MyProjectName-TargetPlatform
restore-keys: |
Library-MyProjectName-
Library-
```
This simple addition could speed up your build by more than 50%.
## Complete example
A complete workflow that builds every available platform could look like this:
```yaml
name: Build project
on:
pull_request: {}
push: { branches: [master] }
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
jobs:
buildForSomePlatforms:
name: Build for ${{ matrix.targetPlatform }} on version ${{ matrix.unityVersion }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
projectPath:
- path/to/your/project
unityVersion:
- 2019.2.11f1
- 2019.3.0f1
targetPlatform:
- StandaloneOSX # Build a macOS standalone (Intel 64-bit).
- StandaloneWindows # Build a Windows standalone.
- StandaloneWindows64 # Build a Windows 64-bit standalone.
- StandaloneLinux64 # Build a Linux 64-bit standalone.
- iOS # Build an iOS player.
- Android # Build an Android .apk standalone app.
- WebGL # WebGL.
- WSAPlayer # Build an Windows Store Apps player.
- PS4 # Build a PS4 Standalone.
- XboxOne # Build a Xbox One Standalone.
- tvOS # Build to Apple's tvOS platform.
- Switch # Build a Nintendo Switch player.
steps:
- uses: actions/checkout@v2
with:
lfs: true
- uses: actions/cache@v1.1.0
with:
path: ${{ matrix.projectPath }}/Library
key: Library-${{ matrix.projectPath }}-${{ matrix.targetPlatform }}
restore-keys: |
Library-${{ matrix.projectPath }}-
Library-
- uses: webbertakken/unity-builder@<version>
with:
projectPath: ${{ matrix.projectPath }}
unityVersion: ${{ matrix.unityVersion }}
targetPlatform: ${{ matrix.targetPlatform }}
- uses: actions/upload-artifact@v1
with:
name: Build
path: build
```
> **Note:** _Environment variables are set for all jobs in the workflow like this._
## Configuration options
Below options can be specified under `with:` for the `unity-builder` action.
#### projectPath
Specify the path to your Unity project to be built.
The path should be relative to the root of your project.
_**required:** `false`_
_**default:** `<your project root>`_
#### unityVersion
Version of Unity to use for building the project.
_**required:** `false`_
_**default:** `2019.2.1f11`_
#### targetPlatform
Platform that the build should target.
Must be one of the [allowed values](https://docs.unity3d.com/ScriptReference/BuildTarget.html) listed in the Unity scripting manual.
_**required:** `true`_
#### buildName
Name of the build. Also the folder in which the build will be stored within `buildsPath`.
_**required:** `false`_
_**default:** `<build_target>`_
#### buildsPath
Path where the builds should be stored.
In this folder a folder will be created for every targetPlatform.
_**required:** `false`_
_**default:** `build`_
#### buildMethod
Custom command to run your build.
There are two conditions for a custom buildCommand:
- Must reference a valid path to a `static` method.
- The class must reside in the `Assets/Editor` directory.
_**example:**_
```yaml
- uses: webbertakken/unity-builder@<version>
with:
buildMethod: EditorNamespace.BuilderClassName.StaticBulidMethod
```
_**required:** `false`_
_**default:** Built-in script that will run a build out of the box._
#### versioning
Configure a specific versioning strategy
```yaml
- uses: webbertakken/unity-builder@<version>
with:
versioning: Semantic
```
Find the available strategies below:
##### Semantic
Versioning out of the box! **(recommended)**
> Compatible with **all platforms**.
> Does **not** modify your repository.
> Requires **zero configuration**.
How it works:
> Generates a version based on [semantic versioning](https://semver.org/).
> Follows `<major>.<minor>.<patch>` for example `0.17.2`.
> The latest tag dictates `<major>.<minor>` (defaults to 0.0 for no tag).
> The number of commits (since the last tag, if any) is used for `<patch>`.
No configuration required.
##### Custom
Allows specifying a custom version in the `version` field. **(advanced users)**
> This strategy is useful when your project or pipeline has some kind of orchestration
> that determines the versions.
##### None
No version will be set by Builder. **(not recommended)**
> Not recommended unless you generate a new version in a pre-commit hook. Manually
> setting versions is error-prone.
#### androidVersionCode
Configure the android `versionCode`.
When not specified, the version code is generated from the version using the `major * 1000000 + minor * 1000 + patch` scheme;
#### androidAppBundle
Set this flag to `true` to build '.aab' instead of '.apk'.
_**required:** `false`_
_**default:** `false`_
#### androidKeystoreName
Configure the android `keystoreName`.
_**required:** `false`_
_**default:** ""_
#### androidKeystoreBase64
Configure the base64 contents of the android keystore file.
The contents will be decoded from base64 with `echo $androidKeystoreBase64 | base64 --decode > $androidKeystoreName`;
_**required:** `false`_
_**default:** ""_
#### androidKeystorePass
Configure the android `keystorePass`.
_**required:** `false`_
_**default:** ""_
#### androidKeyaliasName
Configure the android `keyaliasName`.
_**required:** `false`_
_**default:** ""_
#### androidKeyaliasPass
Configure the android `keyaliasPass`.
_**required:** `false`_
_**default:** ""_
#### allowDirtyBuild
Allows the branch of the build to be dirty, and still generate the build.
```yaml
- uses: webbertakken/unity-builder@<version>
with:
allowDirtyBuild: true
```
Note that it is generally bad practice to modify your branch
in a CI Pipeline. However there are exceptions where this might
be needed. (use with care).
_**required:** `false`_
_**default:** false_
#### customParameters
Custom parameters to configure the build.
Parameters must start with a hyphen (`-`) and may be followed by a value (without hyphen).
Parameters without a value will be considered booleans (with a value of true).
_**example:**_
```yaml
- uses: webbertakken/unity-builder@<version>
with:
customParameters: -profile SomeProfile -someBoolean -someValue exampleValue
```
_**required:** `false`_
_**default:** ""_
## More actions
Visit
[Unity Actions](https://github.com/webbertakken/unity-actions)
to find related actions for Unity.
Feel free to contribute.
## Licence ## Licence

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