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Update game-ci build to v4 (#557)
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Fixes Unity activation, which has been broken on the Unity side.

However, this does not currently support builds from PRs from forks. We now need to pass a username & password as well as a license file if we use a personal license, which we do for builds from forks, since forks can't access the secrets where we store our Pro license.

* Update to game-ci build action v4

* Revert game-ci specific print after the build finishes
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mikeage authored Nov 20, 2023
1 parent 0fddfad commit 2f5d7a7
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Showing 2 changed files with 1 addition and 24 deletions.
2 changes: 1 addition & 1 deletion .github/workflows/build.yml
Original file line number Diff line number Diff line change
Expand Up @@ -387,7 +387,7 @@ jobs:
echo -e "\n-define:PIMAX_SUPPORTED" | tee -a Assets/csc.rsp
- name: Build project
uses: game-ci/unity-builder@v3
uses: game-ci/unity-builder@v4
env:
VERSION: ${{ needs.configuration.outputs.version}}
with:
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23 changes: 0 additions & 23 deletions Assets/Editor/BuildTiltBrush.cs
Original file line number Diff line number Diff line change
Expand Up @@ -1721,29 +1721,6 @@ private static string FormatBuildStep(BuildStep step)
// Returns null if no errors; otherwise a string with what went wrong.
private static string FormatBuildReport(BuildReport report)
{
// This format is required by the game-ci build action
Console.WriteLine(
$"{Environment.NewLine}" +
$"###########################{Environment.NewLine}" +
$"# Build results #{Environment.NewLine}" +
$"###########################{Environment.NewLine}" +
$"{Environment.NewLine}" +
$"Duration: {report.summary.totalTime.ToString()}{Environment.NewLine}" +
$"Warnings: {report.summary.totalWarnings.ToString()}{Environment.NewLine}"
);
// We have some "errors" that show up on Mac and Linux (IOException copying FBX and USD) that are ignored. The builds succeed, but for some reason they get reported anyway. To avoid confusing the analysis, print a 0 even if we have errors logged, provided that the build passed
if (report.summary.result == BuildResult.Succeeded)
{
Console.WriteLine($"Errors: 0{Environment.NewLine}");
}
else
{
Console.WriteLine($"Errors: {report.summary.totalErrors.ToString()}{Environment.NewLine}");
}
Console.WriteLine(
$"Size: {report.summary.totalSize.ToString()} bytes{Environment.NewLine}" +
$"{Environment.NewLine}"
);
if (report.summary.result == BuildResult.Succeeded)
{
return null;
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