parent
9eb8a55d91
commit
178a747ba3
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@ -111,16 +111,19 @@ foreach ( $platform in ${env:TEST_PLATFORMS}.Split(";") )
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# Catch exit code
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$TEST_EXIT_CODE = $TEST_OUTPUT.ExitCode
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# Print unity log output
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Get-Content "$FULL_ARTIFACTS_PATH/$platform.log"
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if ( ( $TEST_EXIT_CODE -eq 0 ) -and ( "$platform" -eq "standalone" ) )
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{
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$TEST_OUTPUT = Start-Process -NoNewWindow -Wait -PassThru "$UNITY_PROJECT_PATH\Build\UnityTestRunner-Standalone.exe" -ArgumentList "-batchmode -nographics -logFile $FULL_ARTIFACTS_PATH\$platform-player.log -testResults $FULL_ARTIFACTS_PATH\$platform-results.xml"
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# Catch exit code
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$TEST_EXIT_CODE = $TEST_OUTPUT.ExitCode
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}
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# Print unity log output
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Get-Content "$FULL_ARTIFACTS_PATH/$platform.log"
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# Print player log output
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Get-Content "$FULL_ARTIFACTS_PATH/$platform-player.log"
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}
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# Display results
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if ($TEST_EXIT_CODE -eq 0)
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@ -125,9 +125,8 @@ for platform in ${TEST_PLATFORMS//;/ }; do
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# Catch exit code
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TEST_EXIT_CODE=$?
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# Player log gets spammed with connection failed messages from the PlayerConnection,
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# so we don't print it here. If there was an issue with the player tests, users can inspect
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# the log from the arifacts.
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# Print player log output
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cat "$FULL_ARTIFACTS_PATH/$platform-player.log"
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fi
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# Display results
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@ -16,8 +16,8 @@ namespace UnityTestRunnerAction
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private static bool s_RunningPlayerTests;
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public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions)
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{
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// Do not launch the player after the build completes.
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playerOptions.options &= ~BuildOptions.AutoRunPlayer;
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// Do not launch the player after the build completes. Disable the PlayerConnection.
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playerOptions.options &= ~(BuildOptions.AutoRunPlayer | BuildOptions.ConnectToHost | BuildOptions.WaitForPlayerConnection);
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// Not supporting Mac currently.
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playerOptions.target = SystemInfo.operatingSystemFamily == OperatingSystemFamily.Windows ? BuildTarget.StandaloneWindows64 : BuildTarget.StandaloneLinux64;
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