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Support activeBuildProfile parameter #674
Comments
Build Profiles is a relatively new feature and would be a great addition. 👍 |
This would be incredibly useful |
@coderabbitai read the following files and suggest an approach to add support for activeBuildProfile parameter for unity version >= 6 (6000) dist/default-build-script/Assets/Editor/UnityBuilderAction/Builder.cs |
Tip For best results, initiate chat on the files or code changes. Based on the files analyzed, I'll suggest an approach to add support for the activeBuildProfile parameter for Unity version >= 6. Here's what needs to be changed: @GabLeRoux Here's the proposed approach:
buildProfile:
required: false
default: ''
description: 'Path to the Unity Build Profile asset file. When specified, targetPlatform will be ignored as the build target is defined in the profile.'
static get buildProfile(): string {
return Input.getInput('buildProfile') ?? '';
}
public static Dictionary<string, string> GetValidatedOptions()
{
Dictionary<string, string> validatedOptions;
ParseCommandLineArguments(out validatedOptions);
string projectPath;
if (!validatedOptions.TryGetValue("projectPath", out projectPath)) {
Console.WriteLine("Missing argument -projectPath");
EditorApplication.Exit(110);
}
// Check if buildProfile is specified
string buildProfile;
bool hasBuildProfile = validatedOptions.TryGetValue("buildProfile", out buildProfile) && !string.IsNullOrEmpty(buildProfile);
// Only require buildTarget if buildProfile is not specified
if (!hasBuildProfile)
{
string buildTarget;
if (!validatedOptions.TryGetValue("buildTarget", out buildTarget)) {
Console.WriteLine("Missing argument -buildTarget (required when buildProfile is not specified)");
EditorApplication.Exit(120);
}
if (!Enum.IsDefined(typeof(BuildTarget), buildTarget)) {
Console.WriteLine(buildTarget + " is not a defined " + typeof(BuildTarget).Name);
EditorApplication.Exit(121);
}
}
// Rest of the validation...
}
public static void BuildProject()
{
// Gather values from args
var options = ArgumentsParser.GetValidatedOptions();
// Gather values from project
var scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(s => s.path).ToArray();
// Get all buildOptions from options
BuildOptions buildOptions = BuildOptions.None;
foreach (string buildOptionString in Enum.GetNames(typeof(BuildOptions))) {
if (options.ContainsKey(buildOptionString)) {
BuildOptions buildOptionEnum = (BuildOptions) Enum.Parse(typeof(BuildOptions), buildOptionString);
buildOptions |= buildOptionEnum;
}
}
// Define BuildPlayer Options
var buildPlayerOptions = new BuildPlayerOptions {
scenes = scenes,
locationPathName = options["customBuildPath"],
options = buildOptions,
};
// If buildProfile is specified, add it to customParameters
if (options.TryGetValue("buildProfile", out var buildProfile) && !string.IsNullOrEmpty(buildProfile))
{
if (options.ContainsKey("customParameters"))
{
options["customParameters"] += $" -activeBuildProfile {buildProfile}";
}
else
{
options["customParameters"] = $"-activeBuildProfile {buildProfile}";
}
}
else
{
// Use traditional buildTarget approach
buildPlayerOptions.target = (BuildTarget)Enum.Parse(typeof(BuildTarget), options["buildTarget"]);
}
// Rest of the build process...
}
## Using Build Profiles (Unity 6+)
For Unity 6 and above, you can use Build Profiles instead of specifying a target platform. Build Profiles provide more control over your build settings and can be managed through Unity Editor.
Example workflow:
```yaml
- uses: game-ci/unity-builder@v4
with:
buildProfile: 'Assets/Settings/BuildProfiles/WindowsDevelopment.asset'
buildName: 'My Game'
buildsPath: build Note: When using
#!/bin/bash First, let's check the action.yml to see the current input parametersecho "=== action.yml ===" Let's look at the input handling in TypeScriptecho -e "\n=== src/model/input.ts ===" Check how build arguments are constructedecho -e "\n=== src/model/unity.ts ===" Check the Builder.cs which handles the actual buildecho -e "\n=== dist/default-build-script/Assets/Editor/UnityBuilderAction/Builder.cs ===" Check how arguments are parsedecho -e "\n=== dist/default-build-script/Assets/Editor/UnityBuilderAction/Input/ArgumentsParser.cs ==="
Learnt from: GabLeRoux Timestamp: 2024-12-05T17:12:45.657Z
|
Is there a CLI flag for it? If yes, then that's probably preferable over modifying the build script itself. If no, then this looks exactly how we should solve it. Happy to take a PR for this! |
@coderabbitai There is an existing command line argument for this on the unity cli, it is #!/usr/bin/env bash
set -euo pipefail
echo "Building for '$BUILD_TARGET'"
# Ensure the build path is defined and exists
export BUILD_PATH="$UNITY_DIR/Builds/$BUILD_TARGET/"
mkdir -p "$BUILD_PATH"
# Base Unity command split into an array
mapfile -t UNITY_CMD < <(
printf "%s\n" \
"${UNITY_EXECUTABLE:-xvfb-run}" \
"--auto-servernum" \
"--server-args=-screen 0 640x480x24" \
"unity-editor"
)
# Base Unity arguments
mapfile -t UNITY_ARGS < <(
printf "%s\n" \
"-projectPath" "$UNITY_DIR" \
"-quit" \
"-batchmode" \
"-nographics" \
"-customBuildTarget" "$BUILD_TARGET" \
"-customBuildName" "$BUILD_NAME" \
"-customBuildPath" "$BUILD_PATH" \
"-executeMethod" "BuildCommand.PerformBuild" \
"-logFile" "/dev/stdout"
)
# Adjust arguments based on whether a build profile is provided
if [[ -n "${BUILD_PROFILE_PATH:-}" && -f "$BUILD_PROFILE_PATH" ]]; then
echo "Using build profile: '$BUILD_PROFILE_PATH'"
UNITY_ARGS+=("-activeBuildProfile" "$BUILD_PROFILE_PATH")
else
echo "No build profile specified or the file does not exist; proceeding with default build target."
UNITY_ARGS+=("-buildTarget" "$BUILD_TARGET")
fi
# Print arguments for debugging
echo "Unity Command: ${UNITY_CMD[*]}"
echo "Unity Arguments: ${UNITY_ARGS[*]}"
# Run the Unity command with arguments
"${UNITY_CMD[@]}" "${UNITY_ARGS[@]}"
UNITY_EXIT_CODE=$?
# Check the Unity exit code and display appropriate messages
if [[ $UNITY_EXIT_CODE -eq 0 ]]; then
echo "Build succeeded with no failures."
elif [[ $UNITY_EXIT_CODE -eq 2 ]]; then
echo "Build succeeded, but some tests failed."
elif [[ $UNITY_EXIT_CODE -eq 3 ]]; then
echo "Build failed due to other reasons."
else
echo "Unexpected Unity exit code: $UNITY_EXIT_CODE."
fi
# List the build output directory contents
ls -la "$BUILD_PATH"
# Fail the job if the build folder is empty
if [[ -z "$(ls -A "$BUILD_PATH")" ]]; then
echo "Build folder is empty! Failing the job."
exit 1
fi Here are some additional details I am aware of:
|
Impressive @GabLeRoux :) |
This comment was marked as off-topic.
This comment was marked as off-topic.
@GabLeRoux Looks like the formatting of that last message is a bit off towards the end. The solution also doesn't look viable. @coderabbitai So we're not going to talk about how to get those new kinds of arguments inside of javascript will make it across the boundary of docker and be usable inside the bash script that's run inside the container? |
This comment was marked as off-topic.
This comment was marked as off-topic.
Ended up hiding those comments as they add a stream of information that isn't really helpful. For whoever feels like taking a stab at this, please have a look at the combination of the first comment from Coderabbat and the followup from @GabLeRoux. |
I've looked a bit at this already and so far the biggest issue (I think) has not been mentioned. The action currently does a bit of build platform specific setup depending on the build target. If the build profile were to be specified instead of the build target, the necessary information would not be available at the required time. We could try to extract the build target information from the BuildProfile asset file directly and use that to fill in the action parameter. That way we wouldn't need to change most of the existing code. I'm just not sure how robust and reliable that would be. |
We're just casually trialing this bot. It's been doing some very helpful comments as well. Agreed that auto-detect would be preferable where possible. We already do that for the That said, I think the whole point of Build Profiles is to have multiple. So beyond auto-detecting we do need to be able to specify it as a param as well. |
Context
When using "activeBuildProfile" parameter (in "customParameters", example:
customParameters: -activeBuildProfile Assets/Settings/BuildProfiles/WindowsDevelopment.asset
) (for Unity 6) builder action throws an error message:Problem is "targetPlatform" is a required parameter.
Suggested solution
Maybe require to have either "targetPlatform" parameter OR another parameter like "buildProfile". "buildProfile" parameter would hold the same value "activeBuildProfile" requires, a relative path to the profile asset.
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