unity-builder/dist/platforms/ubuntu/steps/build.sh
Andrew Kahr 8ca1282c9e
Allow Running Container as Runner Host User (#600)
- Added `runAsHostUser` to allow running the container as the same user as the host system. This fixes most permissions issues on self-hosted runners.
- Perform android sdk setup during entrypoint.sh to ensure it has root permissions if the user switches to a non-root user
- Automatically detect android sdk target version if parameters are not already provided to configure the sdk
- Generate a new uuid for machineID to ensure separate containers are unique to reduce license activation errors
- Add exponential retry strategy for Ubuntu license activations
2023-11-24 23:24:16 -08:00

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#!/usr/bin/env bash
#
# Set project path
#
UNITY_PROJECT_PATH="$GITHUB_WORKSPACE/$PROJECT_PATH"
echo "Using project path \"$UNITY_PROJECT_PATH\"."
#
# Display the name for the build, doubles as the output name
#
echo "Using build name \"$BUILD_NAME\"."
#
# Display the build's target platform;
#
echo "Using build target \"$BUILD_TARGET\"."
#
# Display build path and file
#
echo "Using build path \"$BUILD_PATH\" to save file \"$BUILD_FILE\"."
BUILD_PATH_FULL="$GITHUB_WORKSPACE/$BUILD_PATH"
CUSTOM_BUILD_PATH="$BUILD_PATH_FULL/$BUILD_FILE"
#
# Set the build method, must reference one of:
#
# - <NamespaceName.ClassName.MethodName>
# - <ClassName.MethodName>
#
# For example: `BuildCommand.PerformBuild`
#
# The method must be declared static and placed in project/Assets/Editor
#
if [ -z "$BUILD_METHOD" ]; then
# User has not provided their own build command.
#
# Use the script from this action which builds the scenes that are enabled in
# the project.
#
echo "Using built-in build method."
# Create Editor directory if it does not exist
mkdir -p "$UNITY_PROJECT_PATH/Assets/Editor/"
# Copy the build script of Unity Builder action
cp -R "/UnityBuilderAction/Assets/Editor/" "$UNITY_PROJECT_PATH/Assets/Editor/"
# Set the Build method to that of UnityBuilder Action
BUILD_METHOD="UnityBuilderAction.Builder.BuildProject"
# Verify recursive paths
ls -Ralph "$UNITY_PROJECT_PATH/Assets/Editor/"
#
else
# User has provided their own build method.
# Assume they also bring their own script.
#
echo "Using build method \"$BUILD_METHOD\"."
#
fi
#
# Pre-build debug information
#
echo ""
echo "###########################"
echo "# Custom parameters #"
echo "###########################"
echo ""
echo "$CUSTOM_PARAMETERS"
echo ""
echo "###########################"
echo "# Current build dir #"
echo "###########################"
echo ""
echo "Creating \"$BUILD_PATH_FULL\" if it does not exist."
mkdir -p "$BUILD_PATH_FULL"
ls -alh "$BUILD_PATH_FULL"
echo ""
echo "###########################"
echo "# Project directory #"
echo "###########################"
echo ""
ls -alh "$UNITY_PROJECT_PATH"
#
# Build
#
echo ""
echo "###########################"
echo "# Building project #"
echo "###########################"
echo ""
# Reference: https://docs.unity3d.com/2019.3/Documentation/Manual/CommandLineArguments.html
unity-editor \
-logfile /dev/stdout \
$( [ "${MANUAL_EXIT}" == "true" ] || echo "-quit" ) \
-customBuildName "$BUILD_NAME" \
-projectPath "$UNITY_PROJECT_PATH" \
-buildTarget "$BUILD_TARGET" \
-customBuildTarget "$BUILD_TARGET" \
-customBuildPath "$CUSTOM_BUILD_PATH" \
-executeMethod "$BUILD_METHOD" \
-buildVersion "$VERSION" \
-androidVersionCode "$ANDROID_VERSION_CODE" \
-androidKeystoreName "$ANDROID_KEYSTORE_NAME" \
-androidKeystorePass "$ANDROID_KEYSTORE_PASS" \
-androidKeyaliasName "$ANDROID_KEYALIAS_NAME" \
-androidKeyaliasPass "$ANDROID_KEYALIAS_PASS" \
-androidTargetSdkVersion "$ANDROID_TARGET_SDK_VERSION" \
-androidExportType "$ANDROID_EXPORT_TYPE" \
-androidSymbolType "$ANDROID_SYMBOL_TYPE" \
$CUSTOM_PARAMETERS
# Catch exit code
BUILD_EXIT_CODE=$?
# Display results
if [ $BUILD_EXIT_CODE -eq 0 ]; then
echo "Build succeeded";
else
echo "Build failed, with exit code $BUILD_EXIT_CODE";
fi
#
# Permissions
#
# Make a given user owner of all artifacts
if [[ -n "$CHOWN_FILES_TO" ]]; then
echo "Changing ownership of files to $CHOWN_FILES_TO for $BUILD_PATH_FULL and $UNITY_PROJECT_PATH"
chown -R "$CHOWN_FILES_TO" "$BUILD_PATH_FULL"
chown -R "$CHOWN_FILES_TO" "$UNITY_PROJECT_PATH"
fi
# Add read permissions for everyone to all artifacts
chmod -R a+r "$BUILD_PATH_FULL"
chmod -R a+r "$UNITY_PROJECT_PATH"
# Add execute permissions to specific files
if [[ "$BUILD_TARGET" == "StandaloneOSX" ]]; then
OSX_EXECUTABLE_PATH="$BUILD_PATH_FULL/$BUILD_NAME.app/Contents/MacOS"
find "$OSX_EXECUTABLE_PATH" -type f -exec chmod +x {} \;
fi
#
# Results
#
echo ""
echo "###########################"
echo "# Build output #"
echo "###########################"
echo ""
ls -alh "$BUILD_PATH_FULL"