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https://github.com/game-ci/unity-builder.git
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* feat: add `buildProfile` parameter add new `buildProfile` action param, which will be passed into Unity as the `-activeBuildProfile ...` CLI param. closes https://github.com/game-ci/unity-builder/issues/674 * ci: add tests for Unity 6 and build profiles
186 lines
4.4 KiB
Bash
Executable File
186 lines
4.4 KiB
Bash
Executable File
#!/usr/bin/env bash
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#
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# Set project path
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#
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UNITY_PROJECT_PATH="$GITHUB_WORKSPACE/$PROJECT_PATH"
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echo "Using project path \"$UNITY_PROJECT_PATH\"."
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#
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# Display the name for the build, doubles as the output name
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#
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echo "Using build name \"$BUILD_NAME\"."
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#
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# Display the build's target platform;
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#
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echo "Using build target \"$BUILD_TARGET\"."
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#
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# Display the build profile
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#
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if [ -z "$BUILD_PROFILE" ]; then
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# User has not provided a build profile
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#
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echo "Doing a default \"$BUILD_TARGET\" platform build."
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#
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else
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# User has provided a path to a build profile `.asset` file
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#
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echo "Using build profile \"$BUILD_PROFILE\" relative to \"$UNITY_PROJECT_PATH\"."
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#
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fi
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#
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# Display build path and file
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#
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echo "Using build path \"$BUILD_PATH\" to save file \"$BUILD_FILE\"."
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BUILD_PATH_FULL="$GITHUB_WORKSPACE/$BUILD_PATH"
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CUSTOM_BUILD_PATH="$BUILD_PATH_FULL/$BUILD_FILE"
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#
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# Set the build method, must reference one of:
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#
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# - <NamespaceName.ClassName.MethodName>
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# - <ClassName.MethodName>
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#
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# For example: `BuildCommand.PerformBuild`
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#
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# The method must be declared static and placed in project/Assets/Editor
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#
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if [ -z "$BUILD_METHOD" ]; then
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# User has not provided their own build command.
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#
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# Use the script from this action which builds the scenes that are enabled in
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# the project.
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#
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echo "Using built-in build method."
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# Create Editor directory if it does not exist
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mkdir -p "$UNITY_PROJECT_PATH/Assets/Editor/"
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# Copy the build script of Unity Builder action
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cp -R "/UnityBuilderAction/Assets/Editor/" "$UNITY_PROJECT_PATH/Assets/Editor/"
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# Set the Build method to that of UnityBuilder Action
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BUILD_METHOD="UnityBuilderAction.Builder.BuildProject"
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# Verify recursive paths
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ls -Ralph "$UNITY_PROJECT_PATH/Assets/Editor/"
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#
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else
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# User has provided their own build method.
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# Assume they also bring their own script.
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#
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echo "Using build method \"$BUILD_METHOD\"."
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#
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fi
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#
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# Pre-build debug information
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#
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echo ""
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echo "###########################"
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echo "# Custom parameters #"
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echo "###########################"
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echo ""
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echo "$CUSTOM_PARAMETERS"
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echo ""
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echo "###########################"
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echo "# Current build dir #"
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echo "###########################"
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echo ""
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echo "Creating \"$BUILD_PATH_FULL\" if it does not exist."
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mkdir -p "$BUILD_PATH_FULL"
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ls -alh "$BUILD_PATH_FULL"
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echo ""
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echo "###########################"
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echo "# Project directory #"
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echo "###########################"
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echo ""
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ls -alh "$UNITY_PROJECT_PATH"
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#
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# Build
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#
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echo ""
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echo "###########################"
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echo "# Building project #"
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echo "###########################"
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echo ""
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# Reference: https://docs.unity3d.com/2019.3/Documentation/Manual/CommandLineArguments.html
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unity-editor \
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-logfile /dev/stdout \
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$( [ "${MANUAL_EXIT}" == "true" ] || echo "-quit" ) \
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-customBuildName "$BUILD_NAME" \
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-projectPath "$UNITY_PROJECT_PATH" \
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-buildTarget "$BUILD_TARGET" \
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-customBuildTarget "$BUILD_TARGET" \
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-customBuildPath "$CUSTOM_BUILD_PATH" \
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-customBuildProfile "$BUILD_PROFILE" \
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-executeMethod "$BUILD_METHOD" \
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-buildVersion "$VERSION" \
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-androidVersionCode "$ANDROID_VERSION_CODE" \
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-androidKeystoreName "$ANDROID_KEYSTORE_NAME" \
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-androidKeystorePass "$ANDROID_KEYSTORE_PASS" \
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-androidKeyaliasName "$ANDROID_KEYALIAS_NAME" \
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-androidKeyaliasPass "$ANDROID_KEYALIAS_PASS" \
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-androidTargetSdkVersion "$ANDROID_TARGET_SDK_VERSION" \
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-androidExportType "$ANDROID_EXPORT_TYPE" \
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-androidSymbolType "$ANDROID_SYMBOL_TYPE" \
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$CUSTOM_PARAMETERS
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# Catch exit code
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BUILD_EXIT_CODE=$?
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# Display results
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if [ $BUILD_EXIT_CODE -eq 0 ]; then
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echo "Build succeeded";
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else
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echo "Build failed, with exit code $BUILD_EXIT_CODE";
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fi
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#
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# Permissions
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#
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# Make a given user owner of all artifacts
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if [[ -n "$CHOWN_FILES_TO" ]]; then
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echo "Changing ownership of files to $CHOWN_FILES_TO for $BUILD_PATH_FULL and $UNITY_PROJECT_PATH"
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chown -R "$CHOWN_FILES_TO" "$BUILD_PATH_FULL"
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chown -R "$CHOWN_FILES_TO" "$UNITY_PROJECT_PATH"
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fi
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# Add read permissions for everyone to all artifacts
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chmod -R a+r "$BUILD_PATH_FULL"
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chmod -R a+r "$UNITY_PROJECT_PATH"
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# Add execute permissions to specific files
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if [[ "$BUILD_TARGET" == "StandaloneOSX" ]]; then
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OSX_EXECUTABLE_PATH="$BUILD_PATH_FULL/$BUILD_NAME.app/Contents/MacOS"
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find "$OSX_EXECUTABLE_PATH" -type f -exec chmod +x {} \;
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fi
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#
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# Results
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#
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echo ""
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echo "###########################"
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echo "# Build output #"
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echo "###########################"
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echo ""
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ls -alh "$BUILD_PATH_FULL"
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