1. game-ci/unity@1.7.1

game-ci/unity@1.7.1

Partner
Sections
Easily build and test Unity projects. The project artifacts and test results are stored in CircleCI and can be opened in the Workflow web app. Supports Windows, Linux and macOS.
Created: April 26, 2022Version Published: November 26, 2024Releases: 15
Org Usage:
32

Orb Quick Start Guide

Use CircleCI version 2.1 at the top of your .circleci/config.yml file.

1 version: 2.1

Add the orbs stanza below your version, invoking the orb:

1 2 orbs: unity: game-ci/unity@1.7.1

Use unity elements in your existing workflows and jobs.

Opt-in to use of uncertified orbs on your organization’s Security settings page.

Usage Examples

test_and_build_personal_license

Drop-in solution to automatically run tests and build your Unity project using a Personal license. Make sure to read the documentation before using the orb: https://game.ci/docs/circleci/getting-started. For runner examples, see: https://game.ci/docs/circleci/executors#macos-runner and https://game.ci/docs/circleci/executors#windows-runner.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 version: '2.1' orbs: unity: game-ci/unity@1.3.0 workflows: test-build-with-executors: jobs: - checkout - unity/test: context: unity executor: editor_version: 2021.3.1f1 name: unity/ubuntu resource_class: medium target_platform: linux-il2cpp name: test-linux project-path: Unity2D-Demo-Game-CI-CD/src step-name: Check if the tests run and results are uploaded test-platform: playmode unity-license-var-name: UNITY_ENCODED_LICENSE unity-password-var-name: UNITY_PASSWORD unity-username-var-name: UNITY_USERNAME - unity/build: build-target: StandaloneLinux64 compress: true context: unity executor: editor_version: 2021.3.1f1 name: unity/ubuntu resource_class: large target_platform: linux-il2cpp name: build-linux64-il2cpp project-path: Unity2D-Demo-Game-CI-CD/src requires: - test-linux step-name: Build StandaloneLinux64 unity-license-var-name: UNITY_ENCODED_LICENSE unity-password-var-name: UNITY_PASSWORD unity-username-var-name: UNITY_USERNAME - unity/test: context: unity executor: editor_version: 2021.3.2f1 name: unity/windows-2022 size: large target_platform: windows-il2cpp name: test-windows project-path: Unity2D-Demo-Game-CI-CD/src step-name: Check if the tests run and results are uploaded test-platform: playmode unity-license-var-name: UNITY_ENCODED_LICENSE unity-password-var-name: UNITY_PASSWORD unity-username-var-name: UNITY_USERNAME - unity/build: build-target: StandaloneWindows64 compress: true context: unity executor: editor_version: 2021.3.2f1 name: unity/windows-2019 size: large target_platform: windows-il2cpp name: build-Windows64-il2cpp project-path: Unity2D-Demo-Game-CI-CD/src requires: - test-windows step-name: Build StandaloneWindows64 il2cpp unity-license-var-name: UNITY_ENCODED_LICENSE unity-password-var-name: UNITY_PASSWORD unity-username-var-name: UNITY_USERNAME - unity/test: context: unity executor: editor_version: 2021.3.1f1 name: unity/macos resource_class: large name: test-osx project-path: Unity2D-Demo-Game-CI-CD/src step-name: Check if the tests run and results are uploaded test-platform: playmode unity-license-var-name: UNITY_ENCODED_LICENSE unity-password-var-name: UNITY_PASSWORD unity-username-var-name: UNITY_USERNAME - unity/build: build-target: StandaloneOSX compress: true context: unity executor: editor_version: 2021.3.2f1 name: unity/macos resource_class: large name: build-osx-il2cpp project-path: Unity2D-Demo-Game-CI-CD/src requires: - test-osx step-name: Build macOS IL2CPP unity-license-var-name: UNITY_ENCODED_LICENSE unity-password-var-name: UNITY_PASSWORD unity-username-var-name: UNITY_USERNAME

test_and_build_pro_or_plus_license

Drop-in solution to automatically run tests and build your Unity project using a Pro or Plus license. Make sure to read the documentation before using the orb: https://game.ci/docs/circleci/getting-started. For runner examples, see: https://game.ci/docs/circleci/executors#macos-runner and https://game.ci/docs/circleci/executors#windows-runner.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 version: '2.1' orbs: unity: game-ci/unity@1.3.0 workflows: test-build-with-executors: jobs: - checkout - unity/test: context: unity executor: editor_version: 2021.3.1f1 name: unity/ubuntu resource_class: medium target_platform: linux-il2cpp name: test-linux project-path: Unity2D-Demo-Game-CI-CD/src step-name: Check if the tests run and results are uploaded test-platform: playmode unity-password-var-name: UNITY_PASSWORD unity-serial-var-name: UNITY_SERIAL unity-username-var-name: UNITY_USERNAME - unity/build: build-target: StandaloneLinux64 compress: true context: unity executor: editor_version: 2021.3.1f1 name: unity/ubuntu resource_class: large target_platform: linux-il2cpp name: build-linux64-il2cpp project-path: Unity2D-Demo-Game-CI-CD/src requires: - test-linux step-name: Build StandaloneLinux64 unity-password-var-name: UNITY_PASSWORD unity-serial-var-name: UNITY_SERIAL unity-username-var-name: UNITY_USERNAME - unity/test: context: unity executor: editor_version: 2021.3.2f1 name: unity/windows-2022 size: large target_platform: windows-il2cpp name: test-windows project-path: Unity2D-Demo-Game-CI-CD/src step-name: Check if the tests run and results are uploaded test-platform: playmode unity-password-var-name: UNITY_PASSWORD unity-serial-var-name: UNITY_SERIAL unity-username-var-name: UNITY_USERNAME - unity/build: build-target: StandaloneWindows64 compress: true context: unity executor: editor_version: 2021.3.2f1 name: unity/windows-2019 size: large target_platform: windows-il2cpp name: build-Windows64-il2cpp project-path: Unity2D-Demo-Game-CI-CD/src requires: - test-windows step-name: Build StandaloneWindows64 il2cpp unity-password-var-name: UNITY_PASSWORD unity-serial-var-name: UNITY_SERIAL unity-username-var-name: UNITY_USERNAME - unity/test: context: unity executor: editor_version: 2021.3.1f1 name: unity/macos resource_class: large name: test-osx project-path: Unity2D-Demo-Game-CI-CD/src step-name: Check if the tests run and results are uploaded test-platform: playmode unity-password-var-name: UNITY_PASSWORD unity-serial-var-name: UNITY_SERIAL unity-username-var-name: UNITY_USERNAME - unity/build: build-target: StandaloneOSX compress: true context: unity executor: editor_version: 2021.3.2f1 name: unity/macos resource_class: large name: build-osx-il2cpp project-path: Unity2D-Demo-Game-CI-CD/src requires: - test-osx step-name: Build macOS IL2CPP unity-password-var-name: UNITY_PASSWORD unity-serial-var-name: UNITY_SERIAL unity-username-var-name: UNITY_USERNAME

Jobs

build

Simple drop-in job to build your Unity game.

Show job Source
PARAMETER
DESCRIPTION
REQUIRED
DEFAULT
TYPE
build-method
The method used as argument for the Unity CLI "executeMethod" parameter. It must be a valid path to a static method and the class exist in the Assets/Editor directory. If left empty, the default build method will be used.
No
''
string
build-name
Enter the name for this build. If left blank, the build will be named after the target platform.
No
''
string
build-target
The target platform of your build. Accepted arguments vary with Unity's version and can be found in the docs: https://docs.unity3d.com/2022.2/Documentation/ScriptReference/BuildTarget.html
Yes
-
string
compress
Whether to compress the build output to a ".tar.gz" archive. This is recommended if you want to download the built artifacts from the CircleCI web app. If left to "false" for decompressed WebGL builds, you can run the project directly from the CircleCI web app.
No
true
boolean
custom-parameters
Additional arguments for the Unity CLI. Use it to pass arguments defined on your custom "build-method" or Unity's build options. Environment variables are supported. The parameters must be separated by space and must be in the format "-key value" or "-key" for booleans. Example: "-customArg1 WebGL -EnableHeadlessMode -customArg2 $CIRCLE_WORKFLOW_ID".
No
''
string
executor
Pick an Executor to run the build job with.
Yes
-
executor
fetch-submodules
Whether to fetch git submodules
No
false
boolean
no_output_timeout
Elapsed time the command can run without output.
No
20m
string
persist-to-workspace
Whether to persist the build output to workspace.
No
false
boolean
project-path
Enter the path of your Unity project. This should be the directory that has an "Assets" folder inside it.
No
.
string
return-license
Whether to return the license used to build the project. Unity only allows returning professional licenses.
No
false
boolean
step-name
Specify a custom step name for the build command, if desired.
No
Build the project
string
store-artifacts
Whether to store the build output. If left to "false" you won't be able to download the build from the job's artifacts.
No
true
boolean
unity-license-var-name
Enter the name of the environment variable containing your Unity license file encoded in base64. Required if you have a Personal license.
No
UNITY_ENCODED_LICENSE
env_var_name
unity-password-var-name
Enter the name of the environment variable containing your Unity password.
No
UNITY_PASSWORD
env_var_name
unity-serial-var-name
Enter the name of the environment variable containing your Unity serial number. Required if you have a Plus or Pro license.
No
UNITY_SERIAL
env_var_name
unity-username-var-name
Enter the name of the environment variable containing your Unity username.
No
UNITY_USERNAME
env_var_name

create-activation-file

Simple drop-in job to create a Unity activation file.

Show job Source
PARAMETER
DESCRIPTION
REQUIRED
DEFAULT
TYPE
editor_version
Pick the editor version for the GameCI image. Available options can be found at https://game.ci/docs/docker/versions.
No
2021.3.7f1
string

test

Simple drop-in job to build your Unity game.

Show job Source
PARAMETER
DESCRIPTION
REQUIRED
DEFAULT
TYPE
custom-parameters
Additional arguments for the Unity CLI. Use it to pass arguments to Unity's test options. Environment variables are supported. The parameters must be separated by space and must be in the format "-key value" or "-key" for booleans. Example: '-testFilter "MyNamespace.Something.MyTest" -assemblyNames "MyUnitTestAssembly" -testCategory "Unit;Integration"'.
No
''
string
executor
Pick an Executor to run the build job with.
Yes
-
executor
no_output_timeout
Elapsed time the command can run without output.
No
20m
string
project-path
Enter the path of your Unity project. This should be the directory that has an "Assets" folder inside it.
No
.
string
return-license
Whether to return the license used to test the project. Unity only allows returning professional licenses.
No
false
boolean
step-name
Specify a custom step name for the test command, if desired.
No
Run tests
string
test-platform
Specify the test platform to run tests on. Valid values are "editmode", "playmode" and Unity's target builds. More information can be found on: https://docs.unity3d.com/Packages/com.unity.test-framework@2.0/manual/reference-command-line.html
No
editmode
string
unity-license-var-name
Enter the name of the environment variable containing your Unity license file encoded in base64. Required if you have a Personal license.
No
UNITY_ENCODED_LICENSE
env_var_name
unity-password-var-name
Enter the name of the environment variable containing your Unity password.
No
UNITY_PASSWORD
env_var_name
unity-serial-var-name
Enter the name of the environment variable containing your Unity serial number. Required if you have a Plus or Pro license.
No
UNITY_SERIAL
env_var_name
unity-username-var-name
Enter the name of the environment variable containing your Unity username.
No
UNITY_USERNAME
env_var_name

Commands

build

This command builds an Unity project.

Show command Source
PARAMETER
DESCRIPTION
REQUIRED
DEFAULT
TYPE
build-method
The method used as argument for the Unity CLI "executeMethod" parameter. It must be a valid path to a static method and the class exist in the Assets/Editor directory. If left empty, the default build method will be used.
No
''
string
build-name
Enter the name for this build. If left blank, the build will be named after the target platform.
No
''
string
build-target
The target platform of your build. Accepted arguments vary with Unity's version and can be found in the docs: https://docs.unity3d.com/2021.2/Documentation/ScriptReference/BuildTarget.html
Yes
-
string
cache-version
Change the default cache version if you need to clear the cache for any reason.
No
v1
string
compress
Whether to compress the build output to a ".tar.gz" archive. This is recommended if you want to download the built artifacts from the CircleCI web app. If left to "false" for decompressed WebGL builds, you can run the project directly from the CircleCI web app.
No
true
boolean
custom-parameters
Additional arguments for the Unity CLI. Use it to pass arguments defined on your custom "build-method" or Unity's build options. Environment variables are supported. The parameters must be separated by space and must be in the format "-key value" or "-key" for booleans. Example: "-customArg1 WebGL -EnableHeadlessMode -customArg2 $CIRCLE_WORKFLOW_ID".
No
''
string
include-branch-in-cache-key
If true, this cache bucket will only apply to jobs within the same branch.
No
true
boolean
no_output_timeout
Elapsed time the command can run without output.
No
10m
string
persist-to-workspace
Whether to persist the build output to workspace.
No
false
boolean
project-path
Enter the relative path of your Unity project. This should be the directory that has an "Assets" folder inside it.
No
.
string
step-name
Specify a custom step name for this command, if desired.
No
Build the project
string
store-artifacts
Whether to store the build output. If left to "false" you won't be able to download the build from the job's artifacts.
No
true
boolean

prepare-env

This command prepares the environment for testing or building an Unity project.

Show command Source
PARAMETER
DESCRIPTION
REQUIRED
DEFAULT
TYPE
cache-version
Change the default cache version if you need to clear the cache for any reason.
No
v1
string
include-branch-in-cache-key
If true, this cache bucket will only apply to jobs within the same branch.
No
true
boolean
no_output_timeout
Elapsed time the command can run without output.
No
10m
string
project-path
Enter the path of your Unity project. This should be the directory that has an "Assets" folder inside it.
No
.
string
unity-license-var-name
Enter the name of the environment variable containing your Unity license file encoded in base64. Required if you have a Personal license.
No
UNITY_ENCODED_LICENSE
env_var_name
unity-password-var-name
Enter the name of the environment variable containing your Unity password.
No
UNITY_PASSWORD
env_var_name
unity-serial-var-name
Enter the name of the environment variable containing your Unity serial number. Required if you have a Plus or Pro license.
No
UNITY_SERIAL
env_var_name
unity-username-var-name
Enter the name of the environment variable containing your Unity username.
No
UNITY_USERNAME
env_var_name

return-license

This command returns the license used to build or test the project.

Show command Source
PARAMETER
DESCRIPTION
REQUIRED
DEFAULT
TYPE
unity-password-var-name
Enter the name of the environment variable containing your Unity password.
No
UNITY_PASSWORD
env_var_name
unity-username-var-name
Enter the name of the environment variable containing your Unity username.
No
UNITY_USERNAME
env_var_name

test

This command tests an Unity project.

Show command Source
PARAMETER
DESCRIPTION
REQUIRED
DEFAULT
TYPE
cache-version
Change the default cache version if you need to clear the cache for any reason.
No
v1
string
custom-parameters
Additional arguments for the Unity CLI. Use it to pass arguments to Unity's test options. Environment variables are supported. The parameters must be separated by space and must be in the format "-key value" or "-key" for booleans. Example: '-testFilter "MyNamespace.Something.MyTest" -assemblyNames "MyUnitTestAssembly" -testCategory "Unit;Integration"'.
No
''
string
include-branch-in-cache-key
If true, this cache bucket will only apply to jobs within the same branch.
No
true
boolean
no_output_timeout
Elapsed time the command can run without output.
No
10m
string
project-path
Enter the relative path of your Unity project. This should be the directory that has an "Assets" folder inside it.
No
.
string
step-name
Specify a custom step name for this command, if desired.
No
Run tests
string
test-platform
Specify the test platform to run tests on. Valid values are "editmode", "playmode" and Unity's target builds. More information can be found on: https://docs.unity3d.com/Packages/com.unity.test-framework@2.0/manual/reference-command-line.html
No
playmode
string

Executors

macos

Drop-in executor to build project in macOS.

Show executor Source
PARAMETER
DESCRIPTION
REQUIRED
DEFAULT
TYPE
editor_version
Pick the Unity Editor version. Make sure to pick the same major version as the Unity version you generated the license for. Available options can be found at https://unity3d.com/get-unity/download/archive.
Yes
-
string
resource_class
Resource class used for the executor. If you are receiving a "CircleCI received exit code 137" from the build job, you may need to increase the resource class. For details on resource class availability, see https://circleci.com/docs/using-macos#available-resource-classes.
No
medium
enum
xcode_version
Pick the Xcode version. Available options can be found at https://circleci.com/docs/using-macos#supported-xcode-versions.
No
13.4.1
string

macos-runner

Drop-in executor to build projects in a macOS runner.

Show executor Source
PARAMETER
DESCRIPTION
REQUIRED
DEFAULT
TYPE
editor_version
Pick the Unity Editor version. Available options can be found at https://unity3d.com/get-unity/download/archive.
Yes
-
string
resource_class
Enter your Runner resource class. For information on how to setup a Runner agent, see: https://circleci.com/docs/2.0/runner-overview/.
Yes
-
string
working_directory
Enter the working directory of your runner agent.
No
/var/opt/circleci/workdir
string

ubuntu

Select the Editor version and Target Platform for the GameCI image. Available target platforms can be found at: https://game.ci/docs/docker/versions. This executor only supports the "ubuntu" OS.

Show executor Source
PARAMETER
DESCRIPTION
REQUIRED
DEFAULT
TYPE
editor_version
Pick the editor version for the GameCI image. Make sure to pick the same major version as the Unity version you generated the license for. Available options can be found at https://game.ci/docs/docker/versions.
Yes
-
string
resource_class
Resource class used for the executor. If you are receiving a "CircleCI received exit code 137" from the build job, you may need to increase the resource class.
No
large
enum
target_platform
Pick the target platform for the GameCI image. Available options can be found at https://game.ci/docs/docker/versions. The 2018 release doesn't support the "linux-il2cpp" target platform.
Yes
-
enum

ubuntu-container-runner

Select the Editor version and Target Platform for the GameCI image. Available target platforms can be found at: https://game.ci/docs/docker/versions. For information on how to setup a Runner agent, see: https://circleci.com/docs/container-runner-installation/.

Show executor Source
PARAMETER
DESCRIPTION
REQUIRED
DEFAULT
TYPE
editor_version
Pick the editor version for the GameCI image. Make sure to pick the same major version as the Unity version you generated the license for. Available options can be found at https://game.ci/docs/docker/versions.
Yes
-
string
resource_class
Enter your Runner resource class. For information on how to setup a Runner agent, see: https://circleci.com/docs/container-runner-installation/.
Yes
-
string
target_platform
Pick the target platform for the GameCI image. Available options can be found at https://game.ci/docs/docker/versions. The 2018 release doesn't support the "linux-il2cpp" target platform.
Yes
-
enum

windows-2019

Select the Editor version and Target Platform for the GameCI image. Available target platforms can be found at: https://game.ci/docs/docker/versions.

Show executor Source
PARAMETER
DESCRIPTION
REQUIRED
DEFAULT
TYPE
editor_version
Pick the editor version for the GameCI image. Make sure to pick the same major version as the Unity version you generated the license for. Available options can be found at https://game.ci/docs/docker/versions.
Yes
-
string
size
The size of Windows resource to use.
No
large
enum
target_platform
Pick the target platform for the GameCI image. Available options can be found at https://game.ci/docs/docker/versions. The 2018 release doesn't support the "linux-il2cpp" target platform.
Yes
-
enum
version
The Windows image version to use.
No
current
string

windows-2019-cuda

Select the Editor version and Target Platform for the GameCI image. Available target platforms can be found at: https://game.ci/docs/docker/versions.

Show executor Source
PARAMETER
DESCRIPTION
REQUIRED
DEFAULT
TYPE
editor_version
Pick the editor version for the GameCI image. Make sure to pick the same major version as the Unity version you generated the license for. Available options can be found at https://game.ci/docs/docker/versions.
Yes
-
string
size
The size of Windows resource to use.
No
medium
enum
target_platform
Pick the target platform for the GameCI image. Available options can be found at https://game.ci/docs/docker/versions. The 2018 release doesn't support the "linux-il2cpp" target platform.
Yes
-
enum
version
The Windows image version to use.
No
current
string

windows-2022

Select the Editor version and Target Platform for the GameCI image. Available target platforms can be found at: https://game.ci/docs/docker/versions.

Show executor Source
PARAMETER
DESCRIPTION
REQUIRED
DEFAULT
TYPE
editor_version
Pick the editor version for the GameCI image. Make sure to pick the same major version as the Unity version you generated the license for. Available options can be found at https://game.ci/docs/docker/versions.
Yes
-
string
size
The size of Windows resource to use.
No
large
enum
target_platform
Pick the target platform for the GameCI image. Available options can be found at https://game.ci/docs/docker/versions. The 2018 release doesn't support the "linux-il2cpp" target platform.
Yes
-
enum
version
The Windows image version to use.
No
current
string

windows-runner

Select the Editor version and Target Platform for the GameCI image. Available target platforms can be found at: https://game.ci/docs/docker/versions. This executor only supports the "windows" OS and should be used with a CircleCI Runner. For information on how to setup a Runner agent, see: https://circleci.com/docs/2.0/runner-overview/.

Show executor Source
PARAMETER
DESCRIPTION
REQUIRED
DEFAULT
TYPE
editor_version
Pick the editor version for the GameCI image. Make sure to pick the same major version as the Unity version you generated the license for. Available options can be found at https://game.ci/docs/docker/versions.
Yes
-
string
resource_class
Enter your Runner resource class. For information on how to setup a Runner agent, see: https://circleci.com/docs/2.0/runner-overview/.
Yes
-
string
target_platform
Pick the target platform for the GameCI image. Available options can be found at https://game.ci/docs/docker/versions. The 2018 release doesn't support the "linux-il2cpp" target platform.
Yes
-
enum
working_directory
Enter the working directory of your runner agent.
No
C:\ProgramFiles\CircleCI\Workdir
string

Orb Source

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1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 # This code is licensed from CircleCI to the user under the MIT license. # See here for details: https://circleci.com/developer/orbs/licensing version: 2.1 description: | Easily build and test Unity projects. The project artifacts and test results are stored in CircleCI and can be opened in the Workflow web app. Supports Windows, Linux and macOS. display: home_url: https://game.ci/docs/circleci/getting-started source_url: https://github.com/game-ci/unity-orb commands: build: description: | This command builds an Unity project. parameters: build-method: default: "" description: | The method used as argument for the Unity CLI "executeMethod" parameter. It must be a valid path to a static method and the class exist in the Assets/Editor directory. If left empty, the default build method will be used. type: string build-name: default: "" description: | Enter the name for this build. If left blank, the build will be named after the target platform. type: string build-target: description: | The target platform of your build. Accepted arguments vary with Unity's version and can be found in the docs: https://docs.unity3d.com/2021.2/Documentation/ScriptReference/BuildTarget.html type: string cache-version: default: v1 description: | Change the default cache version if you need to clear the cache for any reason. type: string compress: default: true description: | Whether to compress the build output to a ".tar.gz" archive. This is recommended if you want to download the built artifacts from the CircleCI web app. If left to "false" for decompressed WebGL builds, you can run the project directly from the CircleCI web app. type: boolean custom-parameters: default: "" description: | Additional arguments for the Unity CLI. Use it to pass arguments defined on your custom "build-method" or Unity's build options. Environment variables are supported. The parameters must be separated by space and must be in the format "-key value" or "-key" for booleans. Example: "-customArg1 WebGL -EnableHeadlessMode -customArg2 $CIRCLE_WORKFLOW_ID". type: string include-branch-in-cache-key: default: true description: | If true, this cache bucket will only apply to jobs within the same branch. type: boolean no_output_timeout: default: 10m description: Elapsed time the command can run without output. type: string persist-to-workspace: default: false description: Whether to persist the build output to workspace. type: boolean project-path: default: . description: | Enter the relative path of your Unity project. This should be the directory that has an "Assets" folder inside it. type: string step-name: default: Build the project description: | Specify a custom step name for this command, if desired. type: string store-artifacts: default: true description: | Whether to store the build output. If left to "false" you won't be able to download the build from the job's artifacts. type: boolean steps: - run: command: | #!/usr/bin/env bash # shellcheck disable=SC2034 readonly base_dir="${CIRCLE_WORKING_DIRECTORY/\~/$HOME}" readonly unity_project_full_path="$base_dir/$PARAM_PROJECT_PATH" # Import "utils.sh". eval "$SCRIPT_UTILS" # Detect host OS. detect-os # Copy builder to project directory if a custom isn't specified. build_method="$PARAM_BUILD_METHOD" if [ -z "$PARAM_BUILD_METHOD" ]; then printf '%s\n' "The \"build-method\" parameter is empty. Falling back to the default build script." mkdir -p "$unity_project_full_path/Assets/Editor/" printf '%s\n' "$DEPENDENCY_UNITY_BUILDER" > "$unity_project_full_path/Assets/Editor/BuildCommand.cs" build_method="BuildCommand.PerformBuild" fi # Expand custom parameters, if any. custom_parameters="$(eval echo "$PARAM_CUSTOM_PARAMETERS")" # If "build_name" is blank, use the build target. if [ -z "$PARAM_BUILD_NAME" ]; then PARAM_BUILD_NAME="$PARAM_BUILD_TARGET"; fi if [ "$PLATFORM" = "linux" ]; then eval "$SCRIPT_BUILD_LINUX"; elif [ "$PLATFORM" = "macos" ]; then eval "$SCRIPT_BUILD_MACOS"; elif [ "$PLATFORM" = "windows" ]; then eval "$SCRIPT_BUILD_WINDOWS"; fi environment: DEPENDENCY_UNITY_BUILDER: "using UnityEditor;\nusing System.Linq;\nusing System;\nusing System.IO;\n\nstatic class BuildCommand\n{\n private const string KEYSTORE_PASS = \"KEYSTORE_PASS\";\n private const string KEY_ALIAS_PASS = \"KEY_ALIAS_PASS\";\n private const string KEY_ALIAS_NAME = \"KEY_ALIAS_NAME\";\n private const string KEYSTORE = \"keystore.keystore\";\n private const string BUILD_OPTIONS_ENV_VAR = \"BuildOptions\";\n private const string ANDROID_BUNDLE_VERSION_CODE = \"VERSION_BUILD_VAR\";\n private const string ANDROID_APP_BUNDLE = \"BUILD_APP_BUNDLE\";\n private const string SCRIPTING_BACKEND_ENV_VAR = \"SCRIPTING_BACKEND\";\n private const string VERSION_NUMBER_VAR = \"VERSION_NUMBER_VAR\";\n private const string VERSION_iOS = \"VERSION_BUILD_VAR\";\n \n static string GetArgument(string name)\n {\n string[] args = Environment.GetCommandLineArgs();\n for (int i = 0; i < args.Length; i++)\n {\n if (args[i].Contains(name))\n {\n return args[i + 1];\n }\n }\n return null;\n }\n\n static string[] GetEnabledScenes()\n {\n return (\n from scene in EditorBuildSettings.scenes\n where scene.enabled\n where !string.IsNullOrEmpty(scene.path)\n select scene.path\n ).ToArray();\n }\n\n static BuildTarget GetBuildTarget()\n {\n string buildTargetName = GetArgument(\"customBuildTarget\");\n Console.WriteLine(\":: Received customBuildTarget \" + buildTargetName);\n\n if (buildTargetName.ToLower() == \"android\")\n {\n#if !UNITY_5_6_OR_NEWER\n\t\t\t// https://issuetracker.unity3d.com/issues/buildoptions-dot-acceptexternalmodificationstoplayer-causes-unityexception-unknown-project-type-0\n\t\t\t// Fixed in Unity 5.6.0\n\t\t\t// side effect to fix android build system:\n\t\t\tEditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Internal;\n#endif\n }\n\n if (buildTargetName.TryConvertToEnum(out BuildTarget target))\n return target;\n\n Console.WriteLine($\":: {nameof(buildTargetName)} \\\"{buildTargetName}\\\" not defined on enum {nameof(BuildTarget)}, using {nameof(BuildTarget.NoTarget)} enum to build\");\n\n return BuildTarget.NoTarget;\n }\n\n static string GetBuildPath()\n {\n string buildPath = GetArgument(\"customBuildPath\");\n Console.WriteLine(\":: Received customBuildPath \" + buildPath);\n if (buildPath == \"\")\n {\n throw new Exception(\"customBuildPath argument is missing\");\n }\n return buildPath;\n }\n\n static string GetBuildName()\n {\n string buildName = GetArgument(\"customBuildName\");\n Console.WriteLine(\":: Received customBuildName \" + buildName);\n if (buildName == \"\")\n {\n throw new Exception(\"customBuildName argument is missing\");\n }\n return buildName;\n }\n\n static string GetFixedBuildPath(BuildTarget buildTarget, string buildPath, string buildName)\n {\n if (buildTarget.ToString().ToLower().Contains(\"windows\")) {\n buildName += \".exe\";\n } else if (buildTarget == BuildTarget.Android) {\n#if UNITY_2018_3_OR_NEWER\n buildName += EditorUserBuildSettings.buildAppBundle ? \".aab\" : \".apk\";\n#else\n buildName += \".apk\";\n#endif\n }\n return buildPath + buildName;\n }\n\n static BuildOptions GetBuildOptions()\n {\n if (TryGetEnv(BUILD_OPTIONS_ENV_VAR, out string envVar)) {\n string[] allOptionVars = envVar.Split(',');\n BuildOptions allOptions = BuildOptions.None;\n BuildOptions option;\n string optionVar;\n int length = allOptionVars.Length;\n\n Console.WriteLine($\":: Detecting {BUILD_OPTIONS_ENV_VAR} env var with {length} elements ({envVar})\");\n\n for (int i = 0; i < length; i++) {\n optionVar = allOptionVars[i];\n\n if (optionVar.TryConvertToEnum(out option)) {\n allOptions |= option;\n }\n else {\n Console.WriteLine($\":: Cannot convert {optionVar} to {nameof(BuildOptions)} enum, skipping it.\");\n }\n }\n\n return allOptions;\n }\n\n return BuildOptions.None;\n }\n\n // https://stackoverflow.com/questions/1082532/how-to-tryparse-for-enum-value\n static bool TryConvertToEnum<TEnum>(this string strEnumValue, out TEnum value)\n {\n if (!Enum.IsDefined(typeof(TEnum), strEnumValue))\n {\n value = default;\n return false;\n }\n\n value = (TEnum)Enum.Parse(typeof(TEnum), strEnumValue);\n return true;\n }\n\n static bool TryGetEnv(string key, out string value)\n {\n value = Environment.GetEnvironmentVariable(key);\n return !string.IsNullOrEmpty(value);\n }\n\n static void SetScriptingBackendFromEnv(BuildTarget platform) {\n var targetGroup = BuildPipeline.GetBuildTargetGroup(platform);\n if (TryGetEnv(SCRIPTING_BACKEND_ENV_VAR, out string scriptingBackend)) {\n if (scriptingBackend.TryConvertToEnum(out ScriptingImplementation backend)) {\n Console.WriteLine($\":: Setting ScriptingBackend to {backend}\");\n PlayerSettings.SetScriptingBackend(targetGroup, backend);\n } else {\n string possibleValues = string.Join(\", \", Enum.GetValues(typeof(ScriptingImplementation)).Cast<ScriptingImplementation>());\n throw new Exception($\"Could not find '{scriptingBackend}' in ScriptingImplementation enum. Possible values are: {possibleValues}\");\n }\n } else {\n var defaultBackend = PlayerSettings.GetDefaultScriptingBackend(targetGroup);\n Console.WriteLine($\":: Using project's configured ScriptingBackend (should be {defaultBackend} for targetGroup {targetGroup}\");\n }\n }\n\n static void PerformBuild()\n {\n var buildTarget = GetBuildTarget();\n\n Console.WriteLine(\":: Performing build\");\n if (TryGetEnv(VERSION_NUMBER_VAR, out var bundleVersionNumber))\n {\n if (buildTarget == BuildTarget.iOS)\n {\n bundleVersionNumber = GetIosVersion();\n }\n Console.WriteLine($\":: Setting bundleVersionNumber to '{bundleVersionNumber}' (Length: {bundleVersionNumber.Length})\");\n PlayerSettings.bundleVersion = bundleVersionNumber;\n }\n\n if (buildTarget == BuildTarget.Android) {\n HandleAndroidAppBundle();\n HandleAndroidBundleVersionCode();\n HandleAndroidKeystore();\n }\n\n var buildPath = GetBuildPath();\n var buildName = GetBuildName();\n var buildOptions = GetBuildOptions();\n var fixedBuildPath = GetFixedBuildPath(buildTarget, buildPath, buildName);\n\n SetScriptingBackendFromEnv(buildTarget);\n\n var buildReport = BuildPipeline.BuildPlayer(GetEnabledScenes(), fixedBuildPath, buildTarget, buildOptions);\n\n if (buildReport.summary.result != UnityEditor.Build.Reporting.BuildResult.Succeeded)\n throw new Exception($\"Build ended with {buildReport.summary.result} status\");\n\n Console.WriteLine(\":: Done with build\");\n }\n\n private static void HandleAndroidAppBundle()\n {\n if (TryGetEnv(ANDROID_APP_BUNDLE, out string value))\n {\n#if UNITY_2018_3_OR_NEWER\n if (bool.TryParse(value, out bool buildAppBundle))\n {\n EditorUserBuildSettings.buildAppBundle = buildAppBundle;\n Console.WriteLine($\":: {ANDROID_APP_BUNDLE} env var detected, set buildAppBundle to {value}.\");\n }\n else\n {\n Console.WriteLine($\":: {ANDROID_APP_BUNDLE} env var detected but the value \\\"{value}\\\" is not a boolean.\");\n }\n#else\n Console.WriteLine($\":: {ANDROID_APP_BUNDLE} env var detected but does not work with lower Unity version than 2018.3\");\n#endif\n }\n }\n\n private static void HandleAndroidBundleVersionCode()\n {\n if (TryGetEnv(ANDROID_BUNDLE_VERSION_CODE, out string value))\n {\n if (int.TryParse(value, out int version))\n {\n PlayerSettings.Android.bundleVersionCode = version;\n Console.WriteLine($\":: {ANDROID_BUNDLE_VERSION_CODE} env var detected, set the bundle version code to {value}.\");\n }\n else\n Console.WriteLine($\":: {ANDROID_BUNDLE_VERSION_CODE} env var detected but the version value \\\"{value}\\\" is not an integer.\");\n }\n }\n\n private static string GetIosVersion()\n {\n if (TryGetEnv(VERSION_iOS, out string value))\n {\n if (int.TryParse(value, out int version))\n {\n Console.WriteLine($\":: {VERSION_iOS} env var detected, set the version to {value}.\");\n return version.ToString();\n }\n else\n Console.WriteLine($\":: {VERSION_iOS} env var detected but the version value \\\"{value}\\\" is not an integer.\");\n }\n\n throw new ArgumentNullException(nameof(value), $\":: Error finding {VERSION_iOS} env var\");\n }\n\n private static void HandleAndroidKeystore()\n {\n#if UNITY_2019_1_OR_NEWER\n PlayerSettings.Android.useCustomKeystore = false;\n#endif\n\n if (!File.Exists(KEYSTORE)) {\n Console.WriteLine($\":: {KEYSTORE} not found, skipping setup, using Unity's default keystore\");\n return; \n }\n\n PlayerSettings.Android.keystoreName = KEYSTORE;\n\n string keystorePass;\n string keystoreAliasPass;\n\n if (TryGetEnv(KEY_ALIAS_NAME, out string keyaliasName)) {\n PlayerSettings.Android.keyaliasName = keyaliasName;\n Console.WriteLine($\":: using ${KEY_ALIAS_NAME} env var on PlayerSettings\");\n } else {\n Console.WriteLine($\":: ${KEY_ALIAS_NAME} env var not set, using Project's PlayerSettings\");\n }\n\n if (!TryGetEnv(KEYSTORE_PASS, out keystorePass)) {\n Console.WriteLine($\":: ${KEYSTORE_PASS} env var not set, skipping setup, using Unity's default keystore\");\n return;\n }\n\n if (!TryGetEnv(KEY_ALIAS_PASS, out keystoreAliasPass)) {\n Console.WriteLine($\":: ${KEY_ALIAS_PASS} env var not set, skipping setup, using Unity's default keystore\");\n return;\n }\n#if UNITY_2019_1_OR_NEWER\n PlayerSettings.Android.useCustomKeystore = true;\n#endif\n PlayerSettings.Android.keystorePass = keystorePass;\n PlayerSettings.Android.keyaliasPass = keystoreAliasPass;\n }\n}\n" PARAM_BUILD_METHOD: << parameters.build-method >> PARAM_BUILD_NAME: << parameters.build-name >> PARAM_BUILD_TARGET: << parameters.build-target >> PARAM_COMPRESS: << parameters.compress >> PARAM_CUSTOM_PARAMETERS: << parameters.custom-parameters >> PARAM_PROJECT_PATH: << parameters.project-path >> SCRIPT_BUILD_LINUX: | #!/bin/false # shellcheck shell=bash # shellcheck disable=SC2048,SC2154,SC2086 readonly build_path="$unity_project_full_path/Builds/$PARAM_BUILD_TARGET/" mkdir -p "$build_path" set -x ${UNITY_EXECUTABLE:-xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' unity-editor} \ -projectPath "$unity_project_full_path" \ -quit \ -batchmode \ -nographics \ -buildTarget "$PARAM_BUILD_TARGET" \ -customBuildTarget "$PARAM_BUILD_TARGET" \ -customBuildName "$PARAM_BUILD_NAME" \ -customBuildPath "$build_path" \ -executeMethod "$build_method" \ -logFile /dev/stdout \ $custom_parameters # Needs to be unquoted. Otherwise it will be treated as a single parameter. set +x if [ "$PARAM_COMPRESS" -eq 1 ]; then printf '%s\n' 'Compressing build artifacts...' # Compress artifacts to store them in the artifacts bucket. tar -czf "$base_dir/$PARAM_BUILD_TARGET.tar.gz" -C "$build_path" . fi SCRIPT_BUILD_MACOS: |- #!/bin/false # shellcheck shell=bash # shellcheck disable=SC2048,SC2154,SC2086 readonly build_path="$unity_project_full_path/Builds/$PARAM_BUILD_TARGET" mkdir -p "$build_path" set -x # Build the project "$UNITY_EDITOR_PATH" \ -quit \ -batchmode \ -nographics \ -projectPath "$unity_project_full_path" \ -buildTarget "$PARAM_BUILD_TARGET" \ -customBuildTarget "$PARAM_BUILD_TARGET" \ -customBuildPath "$build_path/$PARAM_BUILD_NAME" \ -executeMethod "$build_method" \ -buildVersion "1.0.0" \ -logfile /dev/stdout \ $custom_parameters # Needs to be unquoted. Otherwise it will be treated as a single parameter. set +x if [ "$PARAM_COMPRESS" -eq 1 ]; then printf '%s\n' 'Compressing build artifacts...' # Compress artifacts to store them in the artifacts bucket. tar -czf "$base_dir/$PARAM_BUILD_TARGET.tar.gz" -C "$build_path" . fi SCRIPT_BUILD_WINDOWS: | #!/bin/false # shellcheck shell=bash # shellcheck disable=SC2016,SC2154 trap_exit() { local exit_status="$?" if [ "$exit_status" -ne 0 ]; then printf '%s\n' 'The script did not complete successfully.' printf '%s\n' "Removing the container \"$CONTAINER_NAME\"." docker rm -f "$CONTAINER_NAME" &> /dev/null || true exit "$exit_status" fi } trap trap_exit EXIT # Add the build target and build name in the environment variables. docker exec "$CONTAINER_NAME" powershell "[System.Environment]::SetEnvironmentVariable('BUILD_NAME','$PARAM_BUILD_NAME', [System.EnvironmentVariableTarget]::Machine)" docker exec "$CONTAINER_NAME" powershell "[System.Environment]::SetEnvironmentVariable('BUILD_TARGET','$PARAM_BUILD_TARGET', [System.EnvironmentVariableTarget]::Machine)" docker exec "$CONTAINER_NAME" powershell "[System.Environment]::SetEnvironmentVariable('BUILD_METHOD','$build_method', [System.EnvironmentVariableTarget]::Machine)" docker exec "$CONTAINER_NAME" powershell "[System.Environment]::SetEnvironmentVariable('CUSTOM_PARAMS','$custom_parameters', [System.EnvironmentVariableTarget]::Machine)" build_args=( '-batchmode' '-quit' '-nographics' '-projectPath $Env:PROJECT_PATH' '-buildTarget $Env:BUILD_TARGET' '-customBuildTarget $Env:BUILD_TARGET' '-customBuildName $Env:BUILD_NAME' '-customBuildPath "C:/build/"' '-executeMethod $Env:BUILD_METHOD' ) [ -n "$custom_parameters" ] && build_args+=( '$Env:CUSTOM_PARAMS.split()' ) # Build the project # Versioning of the project needs work. This is how it's done in the GHA: # https://github.com/game-ci/unity-builder/blob/main/src/model/versioning.ts set -x docker exec "$CONTAINER_NAME" powershell "& 'C:\Program Files\Unity\Hub\Editor\*\Editor\Unity.exe' ${build_args[*]} -logfile | Out-Host" exit_code="$?" set +x if [ "$exit_code" -ne 0 ]; then printf '%s\n' "Failed to build the project." printf '%s\n' "Please try again, open an issue or reach out to us on Discord." exit "$exit_code" fi printf '%s\n' "Build completed successfully:" ls -la "$base_dir/build" if [ "$PARAM_COMPRESS" -eq 1 ]; then printf '%s\n' "Compressing artifacts..." tar -czf "$base_dir/${PARAM_BUILD_TARGET}.tar.gz" -C "$base_dir/build" . printf '%s\n' "Done." ls -la "$base_dir" fi SCRIPT_UTILS: "#!/bin/false\n# shellcheck shell=bash\n# shellcheck disable=SC2154\n\ndetect-os() {\n local detected_platform\n \n detected_platform=\"$(uname -s | tr '[:upper:]' '[:lower:]')\"\n\n case \"$detected_platform\" in\n linux*)\n printf '%s\\n' \"Detected OS: Linux.\"\n PLATFORM=linux\n ;;\n darwin*)\n printf '%s\\n' \"Detected OS: macOS.\"\n PLATFORM=macos\n ;;\n msys*|cygwin*)\n printf '%s\\n' \"Detected OS: Windows.\"\n PLATFORM=windows\n ;;\n *)\n printf '%s\\n' \"Unsupported OS: \\\"$platform\\\".\"\n exit 1\n ;;\n esac\n\n export readonly PLATFORM\n}" name: << parameters.step-name >> no_output_timeout: << parameters.no_output_timeout >> - save_cache: key: unity-deps-{{ arch }}-<< parameters.cache-version >>-<<# parameters.include-branch-in-cache-key >>{{ .Branch }}-<</ parameters.include-branch-in-cache-key >>{{ checksum "<< parameters.project-path >>/Packages/packages-lock.json" }} paths: - << parameters.project-path >>/Library/ - when: condition: and: - << parameters.store-artifacts >> - << parameters.compress >> steps: - store_artifacts: path: << parameters.build-target >>.tar.gz - when: condition: and: - << parameters.store-artifacts >> - not: << parameters.compress >> steps: - store_artifacts: path: << parameters.project-path >>/Builds/<< parameters.build-target >> - when: condition: and: - << parameters.persist-to-workspace >> - << parameters.compress >> steps: - persist_to_workspace: paths: - << parameters.build-target >>.tar.gz root: . - when: condition: and: - << parameters.persist-to-workspace >> - not: << parameters.compress >> steps: - persist_to_workspace: paths: - Builds/<< parameters.build-target >> root: << parameters.project-path >> prepare-env: description: | This command prepares the environment for testing or building an Unity project. parameters: cache-version: default: v1 description: | Change the default cache version if you need to clear the cache for any reason. type: string include-branch-in-cache-key: default: true description: | If true, this cache bucket will only apply to jobs within the same branch. type: boolean no_output_timeout: default: 10m description: Elapsed time the command can run without output. type: string project-path: default: . description: | Enter the path of your Unity project. This should be the directory that has an "Assets" folder inside it. type: string unity-license-var-name: default: UNITY_ENCODED_LICENSE description: | Enter the name of the environment variable containing your Unity license file encoded in base64. Required if you have a Personal license. type: env_var_name unity-password-var-name: default: UNITY_PASSWORD description: | Enter the name of the environment variable containing your Unity password. type: env_var_name unity-serial-var-name: default: UNITY_SERIAL description: | Enter the name of the environment variable containing your Unity serial number. Required if you have a Plus or Pro license. type: env_var_name unity-username-var-name: default: UNITY_USERNAME description: | Enter the name of the environment variable containing your Unity username. type: env_var_name steps: - restore_cache: keys: - unity-deps-{{ arch }}-<< parameters.cache-version >>-<<# parameters.include-branch-in-cache-key >>{{ .Branch }}-<</ parameters.include-branch-in-cache-key >>{{ checksum "<< parameters.project-path >>/Packages/packages-lock.json" }} - unity-deps-{{ arch }}-<< parameters.cache-version >>-<<# parameters.include-branch-in-cache-key >>{{ .Branch }}<</ parameters.include-branch-in-cache-key >> - run: command: | #!/usr/bin/env bash # shellcheck disable=SC2034 readonly base_dir="${CIRCLE_WORKING_DIRECTORY/\~/$HOME}" readonly unity_project_full_path="$base_dir/$PARAM_PROJECT_PATH" # Import "utils.sh". eval "$SCRIPT_UTILS" # Detect host OS. detect-os # Expand environment name variable parameters. readonly unity_username="${!PARAM_UNITY_USERNAME_VAR_NAME}" readonly unity_password="${!PARAM_UNITY_PASSWORD_VAR_NAME}" readonly unity_serial="${!PARAM_UNITY_SERIAL_VAR_NAME}" readonly unity_encoded_license="${!PARAM_UNITY_LICENSE_VAR_NAME}" if [ "$PLATFORM" = "linux" ]; then eval "$SCRIPT_PREPARE_ENV_LINUX"; elif [ "$PLATFORM" = "macos" ]; then eval "$SCRIPT_PREPARE_ENV_MACOS"; elif [ "$PLATFORM" = "windows" ]; then eval "$SCRIPT_PREPARE_ENV_WINDOWS"; fi environment: PARAM_PROJECT_PATH: << parameters.project-path >> PARAM_UNITY_LICENSE_VAR_NAME: << parameters.unity-license-var-name >> PARAM_UNITY_PASSWORD_VAR_NAME: << parameters.unity-password-var-name >> PARAM_UNITY_SERIAL_VAR_NAME: << parameters.unity-serial-var-name >> PARAM_UNITY_USERNAME_VAR_NAME: << parameters.unity-username-var-name >> SCRIPT_PREPARE_ENV_LINUX: | #!/bin/false # shellcheck shell=bash # shellcheck disable=SC2154 create_manual_activation_file() { unity-editor \ -batchmode \ -nographics \ -createManualActivationFile \ -quit \ -logfile /dev/null # Check if license file was created successfully. if ls Unity_v*.alf &> /dev/null; then return 0; else return 1; fi } resolve_unity_license() { if [ -n "$unity_encoded_license" ]; then # Decode Personal Unity License File. unity_license=$(printf '%s\n' "$unity_encoded_license" | base64 --decode) elif [ -n "$unity_username" ] && [ -n "$unity_password" ] && [ -n "$unity_serial" ]; then # Generate Plus or Pro Unity License File. unity-editor \ -logFile /dev/stdout \ -batchmode \ -nographics \ -quit \ -username "$unity_username" \ -password "$unity_password" \ -serial "$unity_serial" if [ -e "/root/.local/share/unity3d/Unity/Unity_lic.ulf" ]; then unity_license="$(cat /root/.local/share/unity3d/Unity/Unity_lic.ulf)" else printf '%s\n' "Failed to generate Unity license file." printf '%s\n' "Make sure you have entered the correct username, password and serial and try again." printf '%s\n' "If you are still having problems, please open an issue." printf '%s\n' "See the docs for more details: https://game.ci/docs/circleci/activation#professional-license" return 1 fi else printf '%s\n' "If you own a Personal Unity License File (.ulf), please provide it as a base64 encoded string." printf '%s\n' "If you own a Plus or Pro Unity license, please provide your username, password and serial." printf '%s\n' "See the docs for more details: https://game.ci/docs/circleci/activation" if create_manual_activation_file; then printf '%s\n' "Should you require a new Personal Activation License File (.alf), rerun the job with SSH and you will find it at \"${base_dir}/$(ls Unity_v*)\"" fi return 1 fi } download_and_prepare_before_script() { local repo_url="$1" local ref="$2" local file_path="$3" local output_path="$4" # Validate input parameters if [[ -z "$repo_url" || -z "$ref" || -z "$file_path" || -z "$output_path" ]]; then printf 'Error: Missing required parameters\n' >&2 return 1 fi # Construct the full URL local full_url="$repo_url/-/raw/$ref/$file_path" # Use curl to download the file curl --silent --location \ --request GET \ --url "$full_url" \ --output "$output_path" \ --fail \ || { printf 'Error: Failed to download script from %s\n' "$full_url" >&2; return 1; } # Verify downloaded file if [[ ! -s "$output_path" ]]; then printf 'Error: Downloaded file is empty or missing\n' >&2 return 1 fi # Make the script executable chmod +x "$output_path" return 0 } # Check if serial or encoded license was provided. # If the latter, extract the serial from the license. if ! resolve_unity_license; then printf '%s\n' "Failed to find the serial or parse it from the Unity license." printf '%s\n' "Please try again or open an issue." exit 1 fi # Define variables repo_url="https://gitlab.com/game-ci/unity3d-gitlab-ci-example" ref="173a67e" # v3.0.1 file_path="ci/before_script.sh" before_script="$base_dir/before_script.sh" # Download and prepare the before_script file download_and_prepare_before_script "$repo_url" "$ref" "$file_path" "$before_script" # Nomenclature required by the script. readonly UNITY_LICENSE="$unity_license" export UNITY_LICENSE # Run the test script. # shellcheck source=/dev/null source "$before_script" SCRIPT_PREPARE_ENV_MACOS: "#!/bin/false\n# shellcheck shell=bash\n# shellcheck disable=SC2154\n\nreadonly unity_hub_path=\"/Applications/Unity Hub.app/Contents/MacOS/Unity Hub\"\nreadonly unity_editor_path=\"/Applications/Unity/Hub/Editor/$UNITY_EDITOR_VERSION/Unity.app/Contents/MacOS/Unity\"\n\nprintf '%s\\n' \"export UNITY_HUB_PATH=\\\"$unity_hub_path\\\"\" >> \"$BASH_ENV\"\nprintf '%s\\n' \"export UNITY_EDITOR_PATH=$unity_editor_path\" >> \"$BASH_ENV\"\n\ncheck_and_install_unity_hub() {\n if [ ! -f \"$unity_hub_path\" ]; then\n printf '%s\\n' \"Could not find Unity Hub at \\\"$unity_hub_path\\\".\"\n printf '%s\\n' \"Installing it with brew...\"\n\n brew install --cask unity-hub\n\n if [ -f \"$unity_hub_path\" ]; then\n printf '%s\\n' \"Unity Hub installed successfully.\"\n\n else\n printf '%s\\n' \"Could not install the Unity Hub.\"\n printf '%s\\n' \"Please try again or open an issue.\"\n return 1\n fi\n fi\n\n return 0\n}\n\ncheck_and_install_unity_editor() {\n if [ ! -f \"$unity_editor_path\" ]; then\n printf '%s\\n' \"Could not find the Unity Editor at \\\"$unity_editor_path\\\".\"\n printf '%s\\n' \"Installing it with the Unity Hub...\"\n\n if check_and_install_unity_hub; then\n\n if ! command -v npm &> /dev/null; then\n printf '%s\\n' \"npm is required to fetch the Unity Editor changeset.\"\n printf '%s\\n' \"Please install it and try again.\"\n return 1\n fi\n\n changeset=\"$(npx unity-changeset \"$UNITY_EDITOR_VERSION\")\"\n\n set -x\n \"$unity_hub_path\" -- --headless install --version \"$UNITY_EDITOR_VERSION\" --changeset \"$changeset\" --module mac-il2cpp --childModules\n set +x\n\n if [ -f \"$unity_editor_path\" ]; then\n printf '%s\\n' \"Unity Editor installed successfully.\"\n\n else\n printf '%s\\n' \"Could not install the Unity Editor.\"\n printf '%s\\n' \"Please try again or open an issue.\"\n return 1\n fi\n else\n printf '%s\\n' \"Could not install the Editor because Unity Hub is not installed.\"\n return 1\n fi\n fi\n\n return 0\n}\n\nresolve_unity_serial() {\n if [ -n \"$unity_username\" ] && [ -n \"$unity_password\" ]; then\n # Serial provided.\n if [ -n \"$unity_serial\" ]; then\n printf '%s\\n' \"Detected Unity serial.\"\n readonly resolved_unity_serial=\"$unity_serial\"\n\n # License provided.\n elif [ -n \"$unity_encoded_license\" ]; then\n printf '%s\\n' \"No serial detected. Extracting it from the encoded license.\"\n \n if ! extract_serial_from_license; then\n printf '%s\\n' \"Failed to parse the serial from the Unity license.\"\n printf '%s\\n' \"Please try again or open an issue.\"\n printf '%s\\n' \"See the docs for more details: https://game.ci/docs/circleci/activation#personal-license\"\n return 1\n \n else\n readonly resolved_unity_serial=\"$decoded_unity_serial\"\n fi\n\n # Nothing provided.\n else\n printf '%s\\n' \"No serial or encoded license found.\"\n printf '%s\\n' \"Please run the script again with a serial or encoded license file.\"\n printf '%s\\n' \"See the docs for more details: https://game.ci/docs/circleci/activation\"\n return 1\n fi\n fi\n\n return 0\n}\n\nextract_serial_from_license() {\n # Fix locale setting in PERL.\n # https://stackoverflow.com/a/7413863\n export LC_CTYPE=en_US.UTF-8\n export LC_ALL=en_US.UTF-8 \n\n local unity_license\n local developer_data\n local encoded_serial\n\n unity_license=\"$(base64 --decode \\<<< \"$unity_encoded_license\")\"\n developer_data=\"$(perl -nle 'print $& while m{<DeveloperData Value\\=\"\\K.*?(?=\"/>)}g' \\<<< \"$unity_license\")\"\n encoded_serial=\"$(cut -c 5- \\<<< \"$developer_data\")\"\n \n decoded_unity_serial=\"$(base64 --decode \\<<< \"$encoded_serial\")\"\n readonly decoded_unity_serial\n\n if [ -n \"$decoded_unity_serial\" ]; then return 0; else return 1; fi\n}\n\n# Install the Editor if not already installed.\nif ! check_and_install_unity_editor; then\n printf '%s\\n' \"Something went wrong.\"\n printf '%s\\n' \"Please try again or open an issue.\"\n exit 1\nfi\n\n# Check if serial or encoded license was provided.\n# If the latter, extract the serial from the license.\nif ! resolve_unity_serial; then\n printf '%s\\n' \"Failed to find the serial or parse it from the Unity license.\"\n printf '%s\\n' \"Please try again or open an issue.\"\n exit 1\nfi\n\n# If it doesn't exist, create folder for the Unity License File.\nreadonly unity_license_file_path=\"/Library/Application Support/Unity\"\nsudo mkdir -p \"$unity_license_file_path\"\nsudo chmod -R 777 \"$unity_license_file_path\"\n\n# Activate the Unity Editor.\nset -x\n\"$unity_editor_path\" \\\n -batchmode \\\n -quit \\\n -nographics \\\n -username \"$unity_username\" \\\n -password \"$unity_password\" \\\n -serial \"$resolved_unity_serial\" \\\n -logfile /dev/stdout\nset +x" SCRIPT_PREPARE_ENV_WINDOWS: | #!/bin/false # shellcheck shell=bash # shellcheck disable=SC2154 trap_exit() { local exit_status="$?" if [ "$exit_status" -ne 0 ]; then printf '%s\n' 'The script did not complete successfully.' printf '%s\n' "Removing the container \"$container_name\"." docker rm -f "$container_name" &> /dev/null || true exit "$exit_status" fi } trap trap_exit EXIT resolve_unity_serial() { local exit_code=0 if [ -n "$unity_username" ] && [ -n "$unity_password" ]; then # Serial provided. if [ -n "$unity_serial" ]; then printf '%s\n' "Detected Unity serial." readonly resolved_unity_serial="$unity_serial" # License provided. elif [ -n "$unity_encoded_license" ]; then printf '%s\n' "No serial detected. Extracting it from the encoded license." if ! extract_serial_from_license; then printf '%s\n' "Failed to parse the serial from the Unity license." printf '%s\n' "Please try again or open an issue." printf '%s\n' "See the docs for more details: https://game.ci/docs/circleci/activation#personal-license" exit_code=1 else readonly resolved_unity_serial="$decoded_unity_serial" fi # Nothing provided. else printf '%s\n' "No serial or encoded license found." printf '%s\n' "Please run the script again with a serial or encoded license file." printf '%s\n' "See the docs for more details: https://game.ci/docs/circleci/activation" exit_code=1 fi fi return "$exit_code" } extract_serial_from_license() { export LANG=C.UTF-8 local unity_license local developer_data local encoded_serial unity_license="$(base64 --decode \<<< "$unity_encoded_license")" developer_data="$(grep -oP '<DeveloperData Value\="\K.*?(?="/>)' \<<< "$unity_license")" encoded_serial="$(cut -c 5- \<<< "$developer_data")" decoded_unity_serial="$(base64 --decode \<<< "$encoded_serial")" readonly decoded_unity_serial if [ -n "$decoded_unity_serial" ]; then return 0; else return 1; fi } # Install the Windows 10 SDK. choco upgrade windows-sdk-10.1 visualstudio2022-workload-vctools --no-progress -y # Extract the Windows SDK registry key. mkdir -p "$base_dir/regkeys" powershell "reg export HKLM\\SOFTWARE\\WOW6432Node\\Microsoft\\\"Microsoft SDKs\"\\Windows\\v10.0 $base_dir/regkeys/winsdk.reg /y" readonly container_name="${CIRCLE_PROJECT_REPONAME}-${CIRCLE_BUILD_NUM}" printf '%s\n' "export CONTAINER_NAME=$container_name" >> "$BASH_ENV" # Delete any existing containers. if docker ps -a | grep -wq "$container_name"; then docker rm -f "$container_name" fi # Check if serial or encoded license was provided. # If the latter, extract the serial from the license. if ! resolve_unity_serial; then printf '%s\n' "Failed to find the serial or parse it from the Unity license." printf '%s\n' "Please try again or open an issue." exit 1 fi # Create folders to store artifacts. mkdir -p "$base_dir/build" || { printf '%s\n' "Unable to create the build directory"; exit 1; } mkdir -p "$base_dir/test" || { printf '%s\n' "Unable to create the test directory"; exit 1; } set -x # Run the container and prevent it from exiting. # shellcheck disable=SC2140 docker run -dit \ --name "$container_name" \ --env PROJECT_PATH="C:/unity_project" \ --env UNITY_USERNAME="$unity_username" \ --env UNITY_PASSWORD="$unity_password" \ --env UNITY_SERIAL="$resolved_unity_serial" \ --volume "$unity_project_full_path":C:/unity_project \ --volume "$base_dir"/regkeys:"C:/regkeys" \ --volume "$base_dir"/build:"C:/build" \ --volume "$base_dir"/test:"C:/test" \ --volume "C:/Program Files (x86)/Microsoft Visual Studio":"C:/Program Files (x86)/Microsoft Visual Studio" \ --volume "C:/Program Files (x86)/Windows Kits":"C:/Program Files (x86)/Windows Kits" \ --volume "C:/ProgramData/Microsoft/VisualStudio":"C:/ProgramData/Microsoft/VisualStudio" \ "unityci/editor:windows-${GAMECI_EDITOR_VERSION}-${GAMECI_TARGET_PLATFORM}-2" \ powershell set +x # Register the Windows SDK and VCC Tools. docker exec "$container_name" powershell 'reg import C:\regkeys\winsdk.reg' docker exec "$container_name" powershell 'regsvr32 /s C:\ProgramData\Microsoft\VisualStudio\Setup\x64\Microsoft.VisualStudio.Setup.Configuration.Native.dll' # Activate Unity docker exec "$container_name" powershell '& "C:\Program Files\Unity\Hub\Editor\*\Editor\Unity.exe" -batchmode -quit -nographics -username $Env:UNITY_USERNAME -password $Env:UNITY_PASSWORD -serial $Env:UNITY_SERIAL -logfile | Out-Host' SCRIPT_UTILS: "#!/bin/false\n# shellcheck shell=bash\n# shellcheck disable=SC2154\n\ndetect-os() {\n local detected_platform\n \n detected_platform=\"$(uname -s | tr '[:upper:]' '[:lower:]')\"\n\n case \"$detected_platform\" in\n linux*)\n printf '%s\\n' \"Detected OS: Linux.\"\n PLATFORM=linux\n ;;\n darwin*)\n printf '%s\\n' \"Detected OS: macOS.\"\n PLATFORM=macos\n ;;\n msys*|cygwin*)\n printf '%s\\n' \"Detected OS: Windows.\"\n PLATFORM=windows\n ;;\n *)\n printf '%s\\n' \"Unsupported OS: \\\"$platform\\\".\"\n exit 1\n ;;\n esac\n\n export readonly PLATFORM\n}" name: Prepare the environment no_output_timeout: << parameters.no_output_timeout >> return-license: description: | This command returns the license used to build or test the project. parameters: unity-password-var-name: default: UNITY_PASSWORD description: | Enter the name of the environment variable containing your Unity password. type: env_var_name unity-username-var-name: default: UNITY_USERNAME description: | Enter the name of the environment variable containing your Unity username. type: env_var_name steps: - run: command: |- #!/usr/bin/env bash # shellcheck disable=SC2034 readonly base_dir="${CIRCLE_WORKING_DIRECTORY/\~/$HOME}" # Import "utils.sh". eval "$SCRIPT_UTILS" # Detect host OS. detect-os # Expand environment name variable parameters. readonly unity_username="${!PARAM_UNITY_USERNAME_VAR_NAME}" readonly unity_password="${!PARAM_UNITY_PASSWORD_VAR_NAME}" if [ "$PLATFORM" = "linux" ]; then eval "$SCRIPT_RETURN_LICENSE_LINUX"; elif [ "$PLATFORM" = "macos" ]; then eval "$SCRIPT_RETURN_LICENSE_MACOS"; elif [ "$PLATFORM" = "windows" ]; then eval "$SCRIPT_RETURN_LICENSE_WINDOWS"; fi environment: PARAM_UNITY_PASSWORD_VAR_NAME: << parameters.unity-password-var-name >> PARAM_UNITY_USERNAME_VAR_NAME: << parameters.unity-username-var-name >> SCRIPT_RETURN_LICENSE_LINUX: |- #!/bin/false # shellcheck shell=bash # shellcheck disable=SC2154 set -x # Return license unity-editor \ -quit \ -batchmode \ -nographics \ -returnlicense \ -username "$unity_username" \ -password "$unity_password" \ -logfile /dev/stdout set +x SCRIPT_RETURN_LICENSE_MACOS: |- #!/bin/false # shellcheck shell=bash # shellcheck disable=SC2154 set -x # Return license "$UNITY_EDITOR_PATH" \ -quit \ -batchmode \ -nographics \ -returnlicense \ -username "$unity_username" \ -password "$unity_password" \ -logfile /dev/stdout set +x SCRIPT_RETURN_LICENSE_WINDOWS: |- #!/bin/false # shellcheck shell=bash # shellcheck disable=SC2154 trap_exit() { local exit_status="$?" if [ "$exit_status" -ne 0 ]; then printf '%s\n' 'The script did not complete successfully.' printf '%s\n' "Removing the container \"$CONTAINER_NAME\"." docker rm -f "$CONTAINER_NAME" &> /dev/null || true exit "$exit_status" fi } trap trap_exit EXIT set -x # Return license docker exec "$CONTAINER_NAME" powershell '& "C:\Program Files\Unity\Hub\Editor\*\Editor\Unity.exe" -returnlicense -batchmode -quit -nographics -username $Env:UNITY_USERNAME -password $Env:UNITY_PASSWORD -logfile | Out-Host' set +x # Remove the container. docker rm -f "$CONTAINER_NAME" SCRIPT_UTILS: "#!/bin/false\n# shellcheck shell=bash\n# shellcheck disable=SC2154\n\ndetect-os() {\n local detected_platform\n \n detected_platform=\"$(uname -s | tr '[:upper:]' '[:lower:]')\"\n\n case \"$detected_platform\" in\n linux*)\n printf '%s\\n' \"Detected OS: Linux.\"\n PLATFORM=linux\n ;;\n darwin*)\n printf '%s\\n' \"Detected OS: macOS.\"\n PLATFORM=macos\n ;;\n msys*|cygwin*)\n printf '%s\\n' \"Detected OS: Windows.\"\n PLATFORM=windows\n ;;\n *)\n printf '%s\\n' \"Unsupported OS: \\\"$platform\\\".\"\n exit 1\n ;;\n esac\n\n export readonly PLATFORM\n}" name: Return the Unity license test: description: | This command tests an Unity project. parameters: cache-version: default: v1 description: | Change the default cache version if you need to clear the cache for any reason. type: string custom-parameters: default: "" description: | Additional arguments for the Unity CLI. Use it to pass arguments to Unity's test options. Environment variables are supported. The parameters must be separated by space and must be in the format "-key value" or "-key" for booleans. Example: '-testFilter "MyNamespace.Something.MyTest" -assemblyNames "MyUnitTestAssembly" -testCategory "Unit;Integration"'. type: string include-branch-in-cache-key: default: true description: | If true, this cache bucket will only apply to jobs within the same branch. type: boolean no_output_timeout: default: 10m description: Elapsed time the command can run without output. type: string project-path: default: . description: | Enter the relative path of your Unity project. This should be the directory that has an "Assets" folder inside it. type: string step-name: default: Run tests description: | Specify a custom step name for this command, if desired. type: string test-platform: default: playmode description: | Specify the test platform to run tests on. Valid values are "editmode", "playmode" and Unity's target builds. More information can be found on: https://docs.unity3d.com/Packages/com.unity.test-framework@2.0/manual/reference-command-line.html type: string steps: - run: command: | #!/usr/bin/env bash # shellcheck disable=SC2034 readonly base_dir="${CIRCLE_WORKING_DIRECTORY/\~/$HOME}" readonly unity_project_full_path="$base_dir/$PARAM_PROJECT_PATH" # Import "utils.sh". eval "$SCRIPT_UTILS" # Detect host OS. detect-os # Expand custom parameters, if any. custom_parameters="$(eval echo "$PARAM_CUSTOM_PARAMETERS")" && readonly custom_parameters if [ "$PLATFORM" = "linux" ]; then eval "$SCRIPT_TEST_LINUX"; elif [ "$PLATFORM" = "macos" ]; then eval "$SCRIPT_TEST_MACOS"; elif [ "$PLATFORM" = "windows" ]; then eval "$SCRIPT_TEST_WINDOWS"; fi environment: DEPENDENCY_NUNIT_TRANSFORM: "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n<xsl:stylesheet version=\"2.0\" xmlns:xsl=\"http://www.w3.org/1999/XSL/Transform\">\n <xsl:output method=\"xml\" indent=\"yes\"/>\n\n <xsl:template match=\"/test-run\">\n <testsuites tests=\"{@testcasecount}\" failures=\"{@failed}\" disabled=\"{@skipped}\" time=\"{@duration}\">\n <xsl:apply-templates/>\n </testsuites>\n </xsl:template>\n\n <xsl:template match=\"test-suite\">\n <xsl:if test=\"test-case\">\n <testsuite tests=\"{@testcasecount}\" time=\"{@duration}\" errors=\"{@testcasecount - @passed - @skipped - @failed}\" failures=\"{@failed}\" skipped=\"{@skipped}\" timestamp=\"{@start-time}\">\n <xsl:attribute name=\"name\">\n <xsl:for-each select=\"ancestor-or-self::test-suite/@name\">\n <xsl:value-of select=\"concat(., '.')\"/>\n </xsl:for-each>\n </xsl:attribute>\n <xsl:apply-templates select=\"test-case\"/>\n </testsuite>\n <xsl:apply-templates select=\"test-suite\"/>\n </xsl:if>\n <xsl:if test=\"not(test-case)\">\n <xsl:apply-templates/>\n </xsl:if>\n </xsl:template>\n\n <xsl:template match=\"test-case\">\n <testcase name=\"{@name}\" assertions=\"{@asserts}\" time=\"{@duration}\" status=\"{@result}\" classname=\"{@classname}\">\n <xsl:if test=\"@runstate = 'Skipped' or @runstate = 'Ignored'\">\n <skipped/>\n </xsl:if>\n \n <xsl:apply-templates/>\n </testcase>\n </xsl:template>\n\n <xsl:template match=\"command-line\"/>\n <xsl:template match=\"settings\"/>\n\n <xsl:template match=\"output\">\n <system-out>\n <xsl:value-of select=\".\"/>\n </system-out>\n </xsl:template>\n\n <xsl:template match=\"stack-trace\">\n </xsl:template>\n\n <xsl:template match=\"test-case/failure\">\n <failure message=\"{./message}\">\n <xsl:value-of select=\"./stack-trace\"/>\n </failure>\n </xsl:template>\n\n <xsl:template match=\"test-suite/failure\"/>\n\n <xsl:template match=\"test-case/reason\">\n <skipped message=\"{./message}\"/>\n </xsl:template>\n \n <xsl:template match=\"test-case/assertions\">\n </xsl:template>\n\n <xsl:template match=\"test-suite/reason\"/>\n\n <xsl:template match=\"properties\"/>\n</xsl:stylesheet>\n\n" PARAM_CUSTOM_PARAMETERS: << parameters.custom-parameters >> PARAM_PROJECT_PATH: << parameters.project-path >> PARAM_TEST_PLATFORM: << parameters.test-platform >> SCRIPT_TEST_LINUX: | #!/bin/false # shellcheck shell=bash # shellcheck disable=SC2154 parse_results_to_junit() { # Intall dependencies for the JUnit parser. apt-get update && apt-get install -y default-jre libsaxonb-java # Parse Unity's results xml to JUnit format. printf '%s\n' "$DEPENDENCY_NUNIT_TRANSFORM" >"$base_dir/nunit3-junit.xslt" saxonb-xslt -s "$unity_project_full_path/$PARAM_TEST_PLATFORM-results.xml" -xsl "$base_dir/nunit3-junit.xslt" >"$unity_project_full_path/$PARAM_TEST_PLATFORM-junit-results.xml" } set -x # shellcheck disable=SC2086 # $custom_parameters needs to be unquoted. Otherwise it will be treated as a single parameter. ${UNITY_EXECUTABLE:-xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' unity-editor} \ -projectPath "$unity_project_full_path" \ -runTests \ -testPlatform "$PARAM_TEST_PLATFORM" \ -testResults "$unity_project_full_path"/"$PARAM_TEST_PLATFORM"-results.xml \ -logFile /dev/stdout \ -batchmode \ -nographics \ -enableCodeCoverage \ -coverageResultsPath "$unity_project_full_path"/"$PARAM_TEST_PLATFORM"-coverage \ -coverageOptions "generateAdditionalMetrics;generateHtmlReport;generateHtmlReportHistory;generateBadgeReport;" \ -debugCodeOptimization \ $custom_parameters unity_exit_code=$? set +x if [ "$unity_exit_code" -eq 0 ] || [ "$unity_exit_code" -eq 2 ]; then printf '%s\n' "Run succeeded. Exit code $unity_exit_code" parse_results_to_junit # Print the results to the console. cat "$unity_project_full_path/$PARAM_TEST_PLATFORM-junit-results.xml" else printf '%s\n' "Run failed. Exit code $unity_exit_code" fi code_coverage_package="com.unity.testtools.codecoverage" package_manifest_path="$unity_project_full_path/Packages/manifest.json" # Check if the Code Coverage package is installed and move the coverage results to the root of the project. if grep -q "$code_coverage_package" "$package_manifest_path"; then grep "$unity_project_full_path"/"$PARAM_TEST_PLATFORM"-coverage/Report/Summary.xml Linecoverage mv "$unity_project_full_path"/"$PARAM_TEST_PLATFORM"-coverage/"$CIRCLE_PROJECT_REPONAME"-opencov/*Mode/TestCoverageResults_*.xml "$unity_project_full_path"/"$PARAM_TEST_PLATFORM"-coverage/coverage.xml rm -r "$unity_project_full_path"/"$PARAM_TEST_PLATFORM"-coverage/"$CIRCLE_PROJECT_REPONAME"-opencov/ else { echo -e "\033[33mCode Coverage package not found in $package_manifest_path. Please install the package \"Code Coverage\" through Unity's Package Manager to enable coverage reports.\033[0m" } 2>/dev/null fi exit "$unity_exit_code" SCRIPT_TEST_MACOS: "#!/bin/false\n# shellcheck shell=bash\n# shellcheck disable=SC2154\n\ncheck_and_install_saxonb() {\n if ! brew list saxon-b &> /dev/null; then\n printf '%s\\n' \"Saxon-B is required to parse Unity's XML results to the JUnit format.\"\n printf '%s\\n' \"Installing it with Brew.\"\n \n if brew install saxon-b; then\n printf '%s\\n' \"Saxon-B installed successfully.\"\n saxonb_jar=\"$(brew --prefix saxon-b | xargs -I saxon_path find saxon_path/ -name saxon9.jar)\"\n return 0\n\n else\n printf '%s\\n' \"Something went wrong.\"\n printf '%s\\n' \"Please try again or open an issue.\"\n return 1\n\n fi\n fi\n}\n\ncheck_and_install_java() {\n if ! command -v java &> /dev/null; then\n printf '%s\\n' \"Java is required to parse Unity's XML results to JUnit.\"\n printf '%s\\n' \"Installing it with Brew.\"\n \n if brew cask install java; then\n printf '%s\\n' \"Java installed successfully.\"\n return 0\n\n else\n printf '%s\\n' \"Something went wrong.\"\n printf '%s\\n' \"Please try again or open an issue.\"\n return 1\n\n fi\n fi\n}\n\nparse_xml_to_junit() {\n if ! check_and_install_java; then\n printf '%s\\n' \"Java wasn't found and couldn't be installed.\"\n printf '%s\\n' \"It won't be possible to parse Unity's XML results to JUnit.\"\n return 1\n fi\n\n if ! check_and_install_saxonb; then\n printf '%s\\n' \"Saxon-B wasn't found and couldn't be installed.\"\n printf '%s\\n' \"Impossible to parse Unity's XML results to JUnit.\"\n return 1\n fi\n\n printf '%s\\n' \"Parsing Unity's XML results to JUnit.\"\n printf '%s\\n' \"$DEPENDENCY_NUNIT_TRANSFORM\" > \"$base_dir/nunit3-junit.xslt\"\n\n java -jar \"$saxonb_jar\" -s \"$base_dir/results.xml\" -xsl \"$base_dir\"/nunit3-junit.xslt > \"$unity_project_full_path/$PARAM_TEST_PLATFORM-junit-results.xml\"\n saxon_exit_code=$?\n\n if [ \"$saxon_exit_code\" -ne 0 ] || [ ! -f \"$unity_project_full_path/$PARAM_TEST_PLATFORM-junit-results.xml\" ]; then\n printf '%s\\n' \"Something went wrong.\"\n printf '%s\\n' \"Please try again or open an issue.\"\n return 1\n\n else\n printf '%s\\n' \"Unity's XML results parsed to JUnit successfully.\"\n return 0\n fi\n}\n\nset -x\n# Run the tests.\n# shellcheck disable=SC2086 # $custom_parameters needs to be unquoted. Otherwise it will be treated as a single parameter.\n\"$UNITY_EDITOR_PATH\" \\\n -batchmode \\\n -nographics \\\n -projectPath \"$unity_project_full_path\" \\\n -runTests \\\n -testPlatform \"$PARAM_TEST_PLATFORM\" \\\n -testResults \"$base_dir/results.xml\" \\\n -logfile /dev/stdout \\\n $custom_parameters\n\nunity_exit_code=$?\nset +x\n\nif [ \"$unity_exit_code\" -eq 0 ]; then\n printf '%s\\n' \"Run succeeded, no failures occurred.\";\n if ! parse_xml_to_junit; then exit 1; fi\n\nelif [ \"$unity_exit_code\" -eq 2 ]; then\n printf '%s\\n' \"Run succeeded, some tests failed.\";\n if ! parse_xml_to_junit; then exit 1; fi\n\nelif [ \"$unity_exit_code\" -eq 3 ]; then\n printf '%s\\n' \"Run failure (other failure).\";\n exit 1\nelse\n printf '%s\\n' \"Unexpected exit code $unity_exit_code.\";\n exit 1\nfi\n" SCRIPT_TEST_WINDOWS: | #!/bin/false # shellcheck shell=bash # shellcheck disable=SC2154,SC2016 trap_exit() { local exit_status="$?" if [ "$exit_status" -ne 0 ]; then printf '%s\n' 'The script did not complete successfully.' printf '%s\n' "Removing the container \"$CONTAINER_NAME\"." docker rm -f "$CONTAINER_NAME" &> /dev/null || true exit "$exit_status" fi } trap trap_exit EXIT # Add necessary values in the environment variables. docker exec "$CONTAINER_NAME" powershell "[System.Environment]::SetEnvironmentVariable('TEST_PLATFORM','$PARAM_TEST_PLATFORM', [System.EnvironmentVariableTarget]::Machine)" docker exec "$CONTAINER_NAME" powershell "[System.Environment]::SetEnvironmentVariable('CUSTOM_PARAMS','$custom_parameters', [System.EnvironmentVariableTarget]::Machine)" test_args=( '-batchmode' '-nographics' '-projectPath $Env:PROJECT_PATH' '-runTests' '-testPlatform $Env:TEST_PLATFORM' '-testResults "C:/test/results.xml"' ) [ -n "$custom_parameters" ] && test_args+=( '$Env:CUSTOM_PARAMS.split()' ) # Run the tests. set -x docker exec "$CONTAINER_NAME" powershell "& 'C:\Program Files\Unity\Hub\Editor\*\Editor\Unity.exe' ${test_args[*]} -logfile | Out-Host" set +x # Install JDK to run Saxon. docker exec "$CONTAINER_NAME" powershell 'choco upgrade jdk8 --no-progress -y' # Download and extract Saxon-B. docker exec "$CONTAINER_NAME" powershell 'Invoke-WebRequest -Uri "https://versaweb.dl.sourceforge.net/project/saxon/Saxon-B/9.1.0.8/saxonb9-1-0-8j.zip" -Method "GET" -OutFile "C:/test/saxonb.zip"' docker exec "$CONTAINER_NAME" powershell "Expand-Archive -Force C:/test/saxonb.zip C:/test/saxonb" # Copy the Saxon-B template to the container. printf '%s\n' "$DEPENDENCY_NUNIT_TRANSFORM" > "$base_dir/test/nunit3-junit.xslt" # Parse Unity's results xml to JUnit format. docker exec "$CONTAINER_NAME" powershell 'java -jar C:/test/saxonb/saxon9.jar -s C:/test/results.xml -xsl C:/test/nunit3-junit.xslt > C:/test/junit-results.xml' # Convert CRLF to LF otherwise CircleCI won't be able to read the results. # https://stackoverflow.com/a/48919146 docker exec "$CONTAINER_NAME" powershell '((Get-Content C:/test/junit-results.xml) -join "`n") + "`n" | Set-Content -NoNewline -Encoding utf8 C:/test/junit-results-lf.xml' # Move test results to project folder for upload. mv "$base_dir"/test/junit-results-lf.xml "$unity_project_full_path"/"$PARAM_TEST_PLATFORM"-junit-results.xml SCRIPT_UTILS: "#!/bin/false\n# shellcheck shell=bash\n# shellcheck disable=SC2154\n\ndetect-os() {\n local detected_platform\n \n detected_platform=\"$(uname -s | tr '[:upper:]' '[:lower:]')\"\n\n case \"$detected_platform\" in\n linux*)\n printf '%s\\n' \"Detected OS: Linux.\"\n PLATFORM=linux\n ;;\n darwin*)\n printf '%s\\n' \"Detected OS: macOS.\"\n PLATFORM=macos\n ;;\n msys*|cygwin*)\n printf '%s\\n' \"Detected OS: Windows.\"\n PLATFORM=windows\n ;;\n *)\n printf '%s\\n' \"Unsupported OS: \\\"$platform\\\".\"\n exit 1\n ;;\n esac\n\n export readonly PLATFORM\n}" name: << parameters.step-name >> no_output_timeout: << parameters.no_output_timeout >> - save_cache: key: unity-deps-{{ arch }}-<<parameters.cache-version>>-<<#parameters.include-branch-in-cache-key>>{{ .Branch }}-<</parameters.include-branch-in-cache-key>>{{ checksum "<<parameters.project-path>>/Packages/packages-lock.json" }} paths: - <<parameters.project-path>>/Library/ - store_test_results: path: << parameters.project-path >>/<< parameters.test-platform >>-junit-results.xml executors: macos: description: | Drop-in executor to build project in macOS. environment: - UNITY_EDITOR_VERSION=<< parameters.editor_version >> macos: resource_class: << parameters.resource_class >> xcode: << parameters.xcode_version >> parameters: editor_version: description: | Pick the Unity Editor version. Make sure to pick the same major version as the Unity version you generated the license for. Available options can be found at https://unity3d.com/get-unity/download/archive. type: string resource_class: default: medium description: | Resource class used for the executor. If you are receiving a "CircleCI received exit code 137" from the build job, you may need to increase the resource class. For details on resource class availability, see https://circleci.com/docs/using-macos#available-resource-classes. enum: - medium - macos.x86.medium.gen2 - large - macos.x86.metal.gen1 type: enum xcode_version: default: 13.4.1 description: | Pick the Xcode version. Available options can be found at https://circleci.com/docs/using-macos#supported-xcode-versions. type: string macos-runner: description: | Drop-in executor to build projects in a macOS runner. environment: - UNITY_EDITOR_VERSION=<< parameters.editor_version >> machine: true parameters: editor_version: description: | Pick the Unity Editor version. Available options can be found at https://unity3d.com/get-unity/download/archive. type: string resource_class: description: | Enter your Runner resource class. For information on how to setup a Runner agent, see: https://circleci.com/docs/2.0/runner-overview/. type: string working_directory: default: /var/opt/circleci/workdir description: | Enter the working directory of your runner agent. type: string resource_class: << parameters.resource_class >> working_directory: << parameters.working_directory >> ubuntu: description: | Select the Editor version and Target Platform for the GameCI image. Available target platforms can be found at: https://game.ci/docs/docker/versions. This executor only supports the "ubuntu" OS. docker: - environment: - GAMECI_EDITOR_VERSION=<< parameters.editor_version >> - GAMECI_TARGET_PLATFORM=<< parameters.target_platform >> image: unityci/editor:ubuntu-<<parameters.editor_version>>-<<parameters.target_platform>>-2 parameters: editor_version: description: | Pick the editor version for the GameCI image. Make sure to pick the same major version as the Unity version you generated the license for. Available options can be found at https://game.ci/docs/docker/versions. type: string resource_class: default: large description: | Resource class used for the executor. If you are receiving a "CircleCI received exit code 137" from the build job, you may need to increase the resource class. enum: - small - medium - medium+ - large - xlarge - 2xlarge - 2xlarge+ type: enum target_platform: description: | Pick the target platform for the GameCI image. Available options can be found at https://game.ci/docs/docker/versions. The 2018 release doesn't support the "linux-il2cpp" target platform. enum: - android - base - ios - linux-il2cpp - mac-mono - webgl - windows-mono type: enum resource_class: << parameters.resource_class >> ubuntu-container-runner: description: | Select the Editor version and Target Platform for the GameCI image. Available target platforms can be found at: https://game.ci/docs/docker/versions. For information on how to setup a Runner agent, see: https://circleci.com/docs/container-runner-installation/. docker: - environment: - GAMECI_EDITOR_VERSION=<< parameters.editor_version >> - GAMECI_TARGET_PLATFORM=<< parameters.target_platform >> image: unityci/editor:ubuntu-<<parameters.editor_version>>-<<parameters.target_platform>>-2 parameters: editor_version: description: | Pick the editor version for the GameCI image. Make sure to pick the same major version as the Unity version you generated the license for. Available options can be found at https://game.ci/docs/docker/versions. type: string resource_class: description: | Enter your Runner resource class. For information on how to setup a Runner agent, see: https://circleci.com/docs/container-runner-installation/. type: string target_platform: description: | Pick the target platform for the GameCI image. Available options can be found at https://game.ci/docs/docker/versions. The 2018 release doesn't support the "linux-il2cpp" target platform. enum: - android - base - ios - linux-il2cpp - mac-mono - webgl - windows-mono type: enum resource_class: << parameters.resource_class >> windows-2019: description: | Select the Editor version and Target Platform for the GameCI image. Available target platforms can be found at: https://game.ci/docs/docker/versions. environment: - GAMECI_EDITOR_VERSION=<< parameters.editor_version >> - GAMECI_TARGET_PLATFORM=<< parameters.target_platform >> machine: image: windows-server-2019-vs2019:<< parameters.version >> resource_class: windows.<< parameters.size >> shell: bash.exe parameters: editor_version: description: | Pick the editor version for the GameCI image. Make sure to pick the same major version as the Unity version you generated the license for. Available options can be found at https://game.ci/docs/docker/versions. type: string size: default: large description: The size of Windows resource to use. enum: - medium - large - xlarge - 2xlarge type: enum target_platform: description: | Pick the target platform for the GameCI image. Available options can be found at https://game.ci/docs/docker/versions. The 2018 release doesn't support the "linux-il2cpp" target platform. enum: - appletv - base - universal-windows-platform - windows-il2cpp type: enum version: default: current description: | The Windows image version to use. type: string windows-2019-cuda: description: | Select the Editor version and Target Platform for the GameCI image. Available target platforms can be found at: https://game.ci/docs/docker/versions. environment: - GAMECI_EDITOR_VERSION=<< parameters.editor_version >> - GAMECI_TARGET_PLATFORM=<< parameters.target_platform >> machine: image: windows-server-2019-cuda:<< parameters.version >> resource_class: windows.gpu.nvidia.<< parameters.size >> shell: bash.exe parameters: editor_version: description: | Pick the editor version for the GameCI image. Make sure to pick the same major version as the Unity version you generated the license for. Available options can be found at https://game.ci/docs/docker/versions. type: string size: default: medium description: The size of Windows resource to use. enum: - small - medium type: enum target_platform: description: | Pick the target platform for the GameCI image. Available options can be found at https://game.ci/docs/docker/versions. The 2018 release doesn't support the "linux-il2cpp" target platform. enum: - appletv - base - universal-windows-platform - windows-il2cpp type: enum version: default: current description: | The Windows image version to use. type: string windows-2022: description: | Select the Editor version and Target Platform for the GameCI image. Available target platforms can be found at: https://game.ci/docs/docker/versions. environment: - GAMECI_EDITOR_VERSION=<< parameters.editor_version >> - GAMECI_TARGET_PLATFORM=<< parameters.target_platform >> machine: image: windows-server-2022-gui:<< parameters.version >> resource_class: windows.<< parameters.size >> shell: bash.exe parameters: editor_version: description: | Pick the editor version for the GameCI image. Make sure to pick the same major version as the Unity version you generated the license for. Available options can be found at https://game.ci/docs/docker/versions. type: string size: default: large description: The size of Windows resource to use. enum: - medium - large - xlarge - 2xlarge type: enum target_platform: description: | Pick the target platform for the GameCI image. Available options can be found at https://game.ci/docs/docker/versions. The 2018 release doesn't support the "linux-il2cpp" target platform. enum: - appletv - base - universal-windows-platform - windows-il2cpp type: enum version: default: current description: | The Windows image version to use. type: string windows-runner: description: | Select the Editor version and Target Platform for the GameCI image. Available target platforms can be found at: https://game.ci/docs/docker/versions. This executor only supports the "windows" OS and should be used with a CircleCI Runner. For information on how to setup a Runner agent, see: https://circleci.com/docs/2.0/runner-overview/. environment: - GAMECI_EDITOR_VERSION=<< parameters.editor_version >> - GAMECI_TARGET_PLATFORM=<< parameters.target_platform >> machine: true parameters: editor_version: description: | Pick the editor version for the GameCI image. Make sure to pick the same major version as the Unity version you generated the license for. Available options can be found at https://game.ci/docs/docker/versions. type: string resource_class: description: | Enter your Runner resource class. For information on how to setup a Runner agent, see: https://circleci.com/docs/2.0/runner-overview/. type: string target_platform: description: | Pick the target platform for the GameCI image. Available options can be found at https://game.ci/docs/docker/versions. The 2018 release doesn't support the "linux-il2cpp" target platform. enum: - appletv - base - universal-windows-platform - windows-il2cpp type: enum working_directory: default: C:\ProgramFiles\CircleCI\Workdir description: | Enter the working directory of your runner agent. type: string resource_class: << parameters.resource_class >> working_directory: << parameters.working_directory >> jobs: build: description: | Simple drop-in job to build your Unity game. executor: << parameters.executor >> parameters: build-method: default: "" description: | The method used as argument for the Unity CLI "executeMethod" parameter. It must be a valid path to a static method and the class exist in the Assets/Editor directory. If left empty, the default build method will be used. type: string build-name: default: "" description: | Enter the name for this build. If left blank, the build will be named after the target platform. type: string build-target: description: | The target platform of your build. Accepted arguments vary with Unity's version and can be found in the docs: https://docs.unity3d.com/2022.2/Documentation/ScriptReference/BuildTarget.html type: string compress: default: true description: | Whether to compress the build output to a ".tar.gz" archive. This is recommended if you want to download the built artifacts from the CircleCI web app. If left to "false" for decompressed WebGL builds, you can run the project directly from the CircleCI web app. type: boolean custom-parameters: default: "" description: | Additional arguments for the Unity CLI. Use it to pass arguments defined on your custom "build-method" or Unity's build options. Environment variables are supported. The parameters must be separated by space and must be in the format "-key value" or "-key" for booleans. Example: "-customArg1 WebGL -EnableHeadlessMode -customArg2 $CIRCLE_WORKFLOW_ID". type: string executor: description: | Pick an Executor to run the build job with. type: executor fetch-submodules: default: false description: | Whether to fetch git submodules type: boolean no_output_timeout: default: 20m description: Elapsed time the command can run without output. type: string persist-to-workspace: default: false description: Whether to persist the build output to workspace. type: boolean project-path: default: . description: | Enter the path of your Unity project. This should be the directory that has an "Assets" folder inside it. type: string return-license: default: false description: | Whether to return the license used to build the project. Unity only allows returning professional licenses. type: boolean step-name: default: Build the project description: | Specify a custom step name for the build command, if desired. type: string store-artifacts: default: true description: | Whether to store the build output. If left to "false" you won't be able to download the build from the job's artifacts. type: boolean unity-license-var-name: default: UNITY_ENCODED_LICENSE description: | Enter the name of the environment variable containing your Unity license file encoded in base64. Required if you have a Personal license. type: env_var_name unity-password-var-name: default: UNITY_PASSWORD description: | Enter the name of the environment variable containing your Unity password. type: env_var_name unity-serial-var-name: default: UNITY_SERIAL description: | Enter the name of the environment variable containing your Unity serial number. Required if you have a Plus or Pro license. type: env_var_name unity-username-var-name: default: UNITY_USERNAME description: | Enter the name of the environment variable containing your Unity username. type: env_var_name steps: - checkout - run: command: | git submodule sync git submodule update --init condition: << parameters.fetch-submodules >> name: Fetch submodules - prepare-env: no_output_timeout: << parameters.no_output_timeout>> project-path: <<parameters.project-path>> unity-license-var-name: << parameters.unity-license-var-name >> unity-password-var-name: << parameters.unity-password-var-name >> unity-serial-var-name: << parameters.unity-serial-var-name >> unity-username-var-name: << parameters.unity-username-var-name >> - build: build-method: <<parameters.build-method>> build-name: <<parameters.build-name>> build-target: <<parameters.build-target>> compress: <<parameters.compress>> custom-parameters: <<parameters.custom-parameters>> no_output_timeout: << parameters.no_output_timeout>> persist-to-workspace: <<parameters.persist-to-workspace>> project-path: <<parameters.project-path>> step-name: << parameters.step-name >> store-artifacts: <<parameters.store-artifacts>> - when: condition: <<parameters.return-license>> steps: - return-license: unity-password-var-name: << parameters.unity-password-var-name >> unity-username-var-name: << parameters.unity-username-var-name >> create-activation-file: description: | Simple drop-in job to create a Unity activation file. docker: - image: unityci/editor:ubuntu-<<parameters.editor_version>>-base-1 parameters: editor_version: default: 2021.3.7f1 description: | Pick the editor version for the GameCI image. Available options can be found at https://game.ci/docs/docker/versions. type: string resource_class: medium steps: - checkout - run: command: |- #!/bin/false # shellcheck shell=bash # shellcheck disable=SC2154 create_manual_activation_file() { unity-editor \ -batchmode \ -nographics \ -createManualActivationFile \ -quit \ -logfile /dev/null # Check if license file was created successfully. if ls Unity_v*.alf &> /dev/null; then return 0; else return 1; fi } if ! create_manual_activation_file; then printf '%s\n' "Failed to create Unity license file." printf '%s\n' "Please try again or open an issue." exit 1 fi mv Unity_v*.alf Unity.alf name: Create Unity activation file - store_artifacts: path: Unity.alf test: description: | Simple drop-in job to build your Unity game. executor: << parameters.executor >> parameters: custom-parameters: default: "" description: | Additional arguments for the Unity CLI. Use it to pass arguments to Unity's test options. Environment variables are supported. The parameters must be separated by space and must be in the format "-key value" or "-key" for booleans. Example: '-testFilter "MyNamespace.Something.MyTest" -assemblyNames "MyUnitTestAssembly" -testCategory "Unit;Integration"'. type: string executor: description: | Pick an Executor to run the build job with. type: executor no_output_timeout: default: 20m description: Elapsed time the command can run without output. type: string project-path: default: . description: | Enter the path of your Unity project. This should be the directory that has an "Assets" folder inside it. type: string return-license: default: false description: | Whether to return the license used to test the project. Unity only allows returning professional licenses. type: boolean step-name: default: Run tests description: | Specify a custom step name for the test command, if desired. type: string test-platform: default: editmode description: | Specify the test platform to run tests on. Valid values are "editmode", "playmode" and Unity's target builds. More information can be found on: https://docs.unity3d.com/Packages/com.unity.test-framework@2.0/manual/reference-command-line.html type: string unity-license-var-name: default: UNITY_ENCODED_LICENSE description: | Enter the name of the environment variable containing your Unity license file encoded in base64. Required if you have a Personal license. type: env_var_name unity-password-var-name: default: UNITY_PASSWORD description: | Enter the name of the environment variable containing your Unity password. type: env_var_name unity-serial-var-name: default: UNITY_SERIAL description: | Enter the name of the environment variable containing your Unity serial number. Required if you have a Plus or Pro license. type: env_var_name unity-username-var-name: default: UNITY_USERNAME description: | Enter the name of the environment variable containing your Unity username. type: env_var_name steps: - checkout - prepare-env: no_output_timeout: << parameters.no_output_timeout>> project-path: <<parameters.project-path>> unity-license-var-name: << parameters.unity-license-var-name >> unity-password-var-name: << parameters.unity-password-var-name >> unity-serial-var-name: << parameters.unity-serial-var-name >> unity-username-var-name: << parameters.unity-username-var-name >> - test: custom-parameters: << parameters.custom-parameters >> no_output_timeout: << parameters.no_output_timeout>> project-path: << parameters.project-path >> step-name: << parameters.step-name >> test-platform: << parameters.test-platform >> - when: condition: <<parameters.return-license>> steps: - return-license: unity-password-var-name: << parameters.unity-password-var-name >> unity-username-var-name: << parameters.unity-username-var-name >> examples: test_and_build_personal_license: description: | Drop-in solution to automatically run tests and build your Unity project using a Personal license. Make sure to read the documentation before using the orb: https://game.ci/docs/circleci/getting-started. For runner examples, see: https://game.ci/docs/circleci/executors#macos-runner and https://game.ci/docs/circleci/executors#windows-runner. usage: version: "2.1" orbs: unity: game-ci/unity@1.3.0 workflows: test-build-with-executors: jobs: - checkout - unity/test: context: unity executor: editor_version: 2021.3.1f1 name: unity/ubuntu resource_class: medium target_platform: linux-il2cpp name: test-linux project-path: Unity2D-Demo-Game-CI-CD/src step-name: Check if the tests run and results are uploaded test-platform: playmode unity-license-var-name: UNITY_ENCODED_LICENSE unity-password-var-name: UNITY_PASSWORD unity-username-var-name: UNITY_USERNAME - unity/build: build-target: StandaloneLinux64 compress: true context: unity executor: editor_version: 2021.3.1f1 name: unity/ubuntu resource_class: large target_platform: linux-il2cpp name: build-linux64-il2cpp project-path: Unity2D-Demo-Game-CI-CD/src requires: - test-linux step-name: Build StandaloneLinux64 unity-license-var-name: UNITY_ENCODED_LICENSE unity-password-var-name: UNITY_PASSWORD unity-username-var-name: UNITY_USERNAME - unity/test: context: unity executor: editor_version: 2021.3.2f1 name: unity/windows-2022 size: large target_platform: windows-il2cpp name: test-windows project-path: Unity2D-Demo-Game-CI-CD/src step-name: Check if the tests run and results are uploaded test-platform: playmode unity-license-var-name: UNITY_ENCODED_LICENSE unity-password-var-name: UNITY_PASSWORD unity-username-var-name: UNITY_USERNAME - unity/build: build-target: StandaloneWindows64 compress: true context: unity executor: editor_version: 2021.3.2f1 name: unity/windows-2019 size: large target_platform: windows-il2cpp name: build-Windows64-il2cpp project-path: Unity2D-Demo-Game-CI-CD/src requires: - test-windows step-name: Build StandaloneWindows64 il2cpp unity-license-var-name: UNITY_ENCODED_LICENSE unity-password-var-name: UNITY_PASSWORD unity-username-var-name: UNITY_USERNAME - unity/test: context: unity executor: editor_version: 2021.3.1f1 name: unity/macos resource_class: large name: test-osx project-path: Unity2D-Demo-Game-CI-CD/src step-name: Check if the tests run and results are uploaded test-platform: playmode unity-license-var-name: UNITY_ENCODED_LICENSE unity-password-var-name: UNITY_PASSWORD unity-username-var-name: UNITY_USERNAME - unity/build: build-target: StandaloneOSX compress: true context: unity executor: editor_version: 2021.3.2f1 name: unity/macos resource_class: large name: build-osx-il2cpp project-path: Unity2D-Demo-Game-CI-CD/src requires: - test-osx step-name: Build macOS IL2CPP unity-license-var-name: UNITY_ENCODED_LICENSE unity-password-var-name: UNITY_PASSWORD unity-username-var-name: UNITY_USERNAME test_and_build_pro_or_plus_license: description: | Drop-in solution to automatically run tests and build your Unity project using a Pro or Plus license. Make sure to read the documentation before using the orb: https://game.ci/docs/circleci/getting-started. For runner examples, see: https://game.ci/docs/circleci/executors#macos-runner and https://game.ci/docs/circleci/executors#windows-runner. usage: version: "2.1" orbs: unity: game-ci/unity@1.3.0 workflows: test-build-with-executors: jobs: - checkout - unity/test: context: unity executor: editor_version: 2021.3.1f1 name: unity/ubuntu resource_class: medium target_platform: linux-il2cpp name: test-linux project-path: Unity2D-Demo-Game-CI-CD/src step-name: Check if the tests run and results are uploaded test-platform: playmode unity-password-var-name: UNITY_PASSWORD unity-serial-var-name: UNITY_SERIAL unity-username-var-name: UNITY_USERNAME - unity/build: build-target: StandaloneLinux64 compress: true context: unity executor: editor_version: 2021.3.1f1 name: unity/ubuntu resource_class: large target_platform: linux-il2cpp name: build-linux64-il2cpp project-path: Unity2D-Demo-Game-CI-CD/src requires: - test-linux step-name: Build StandaloneLinux64 unity-password-var-name: UNITY_PASSWORD unity-serial-var-name: UNITY_SERIAL unity-username-var-name: UNITY_USERNAME - unity/test: context: unity executor: editor_version: 2021.3.2f1 name: unity/windows-2022 size: large target_platform: windows-il2cpp name: test-windows project-path: Unity2D-Demo-Game-CI-CD/src step-name: Check if the tests run and results are uploaded test-platform: playmode unity-password-var-name: UNITY_PASSWORD unity-serial-var-name: UNITY_SERIAL unity-username-var-name: UNITY_USERNAME - unity/build: build-target: StandaloneWindows64 compress: true context: unity executor: editor_version: 2021.3.2f1 name: unity/windows-2019 size: large target_platform: windows-il2cpp name: build-Windows64-il2cpp project-path: Unity2D-Demo-Game-CI-CD/src requires: - test-windows step-name: Build StandaloneWindows64 il2cpp unity-password-var-name: UNITY_PASSWORD unity-serial-var-name: UNITY_SERIAL unity-username-var-name: UNITY_USERNAME - unity/test: context: unity executor: editor_version: 2021.3.1f1 name: unity/macos resource_class: large name: test-osx project-path: Unity2D-Demo-Game-CI-CD/src step-name: Check if the tests run and results are uploaded test-platform: playmode unity-password-var-name: UNITY_PASSWORD unity-serial-var-name: UNITY_SERIAL unity-username-var-name: UNITY_USERNAME - unity/build: build-target: StandaloneOSX compress: true context: unity executor: editor_version: 2021.3.2f1 name: unity/macos resource_class: large name: build-osx-il2cpp project-path: Unity2D-Demo-Game-CI-CD/src requires: - test-osx step-name: Build macOS IL2CPP unity-password-var-name: UNITY_PASSWORD unity-serial-var-name: UNITY_SERIAL unity-username-var-name: UNITY_USERNAME
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