unity-builder/entrypoint.sh
2019-12-01 01:33:01 +01:00

188 lines
3.8 KiB
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#!/usr/bin/env bash
#
# Set license file path
#
LICENSE_FILE_PATH=UnityLicenseFile.ulf
#
# Set project path
#
UNITY_PROJECT_PATH=$GITHUB_WORKSPACE/$UNITY_PROJECT_PATH
#
# Set the name for the build
#
if [ -z "$BUILD_NAME" ]; then
BUILD_NAME=buildName
fi
#
# Set the builds target platform;
#
# possible options are:
#
# Standalone, Win, Win64, OSXUniversal,
# Linux64, iOS, Android, WebGL, XboxOne,
# PS4, WindowsStoreApps, Switch, tvOS
#
# Default to WebGL (no particular reason)
#
if [ -z "$BUILD_TARGET" ]; then
BUILD_TARGET=WebGL
fi
#
# Set builds path
#
if [ -z "$BUILDS_PATH" ]; then
BUILDS_PATH=build
fi
BUILDS_FULL_PATH=$GITHUB_WORKSPACE/$BUILDS_PATH
#
# Set path for current build (relative and full)
#
CURRENT_BUILD_PATH=$BUILDS_PATH/$BUILD_TARGET
CURRENT_BUILD_FULL_PATH=$BUILDS_FULL_PATH/$BUILD_TARGET
#
# Set the build command, must reference one of:
#
# - <NamespaceName.ClassName.MethodName>
# - <ClassName.MethodName>
#
# For example: `BuildCommand.PerformBuild`
#
# The method must be defined static
#
if [ -z "$BUILD_COMMAND" ]; then
EXECUTE_CUSTOM_METHOD=""
else
EXECUTE_CUSTOM_METHOD="-executeMethod $BUILD_COMMAND"
fi
#
# Copy license file from Github variables
#
echo "$UNITY_LICENSE" | tr -d '\r' > $LICENSE_FILE_PATH
echo "$UNITY_LICENSE" | tr -d '\r' > /root/.local/share/unity3d/Unity/Unity_lic.ulf
# TODO - test if this line has any effect
echo "$UNITY_LICENSE" | tr -d '\r' > /root/.local/share/unity3d/Unity/Unity_v2019.x.ulf
#
# Activate license
#
echo "Requesting activation"
xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
/opt/Unity/Editor/Unity \
-batchmode \
-nographics \
-logFile /dev/stdout \
-quit \
-manualLicenseFile $LICENSE_FILE_PATH
# This is expected to always exit with code 1 (both success and failure).
# Convert to exit code 0 by echoing the current exit code.
echo $?
# Exit code is now 0
# The build specification below may require Unity 2019.2.11f1 or later (not tested below).
# Reference: https://docs.unity3d.com/2019.3/Documentation/Manual/CommandLineArguments.html
#
# Build info
#
echo ""
echo "###########################"
echo "# All builds dir #"
echo "###########################"
echo ""
echo "Creating \"$BUILDS_FULL_PATH\" if it does not exist."
mkdir -p $BUILDS_FULL_PATH
ls -alh $BUILDS_FULL_PATH
echo ""
echo "###########################"
echo "# Current build dir #"
echo "###########################"
echo ""
echo "Creating \"$CURRENT_BUILD_FULL_PATH\" if it does not exist."
mkdir -p $CURRENT_BUILD_FULL_PATH
ls -alh $CURRENT_BUILD_FULL_PATH
echo ""
echo "###########################"
echo "# Project directory #"
echo "###########################"
echo ""
ls -alh $UNITY_PROJECT_PATH
echo ""
echo "###########################"
echo "# Building platform #"
echo "###########################"
echo ""
xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
/opt/Unity/Editor/Unity \
-batchmode \
-logfile /dev/stdout \
-quit \
-customBuildName "$BUILD_NAME" \
-projectPath "$UNITY_PROJECT_PATH" \
-buildTarget "$BUILD_TARGET" \
-customBuildTarget "$BUILD_TARGET" \
-customBuildPath "$CURRENT_BUILD_FULL_PATH" \
$EXECUTE_CUSTOM_METHOD
# Catch exit code
BUILD_EXIT_CODE=$?
# Display results
if [ $BUILD_EXIT_CODE -eq 0 ]; then
echo "Build succeeded";
else
echo "Build failed, with exit code $BUILD_EXIT_CODE";
fi
#
# Results
#
echo ""
echo "###########################"
echo "# Build directory #"
echo "###########################"
echo ""
ls -alh $CURRENT_BUILD_FULL_PATH
#
# Output variables
#
# Expose path for the resulting build
echo ::set-output name=buildPath::$CURRENT_BUILD_PATH
# Expose path that contains all builds
echo ::set-output name=allBuildsPath::$BUILDS_PATH
#
# Exit
#
exit $BUILD_EXIT_CODE