Add standalone testmode support (#219)

* Add standalone support.

* Add standalone tests.

* UnityStandaloneScripts volume on windows

* Update test framework in test project.

* Revert IL2CPP setting in test project.
Add test for IL2CPP.

* Update dist/test-standalone-scripts/Assets/Player/UnityTestRunnerAction/TestRunCallback.cs

Co-authored-by: Webber Takken <webber.nl@gmail.com>

* Use 2019.2.21f1

* Unity is being dumb, use 2019.4.40f1 for all workflows.

* Disable PlayerConnection on build.
Print player log.

* Add comment about code coverage support in standalone.

* Update node-version in test

---------

Co-authored-by: Webber Takken <webber.nl@gmail.com>
pull/229/head
Tim Cassell 2023-04-20 23:23:15 -04:00 committed by GitHub
parent cfa9076acb
commit 31086d9859
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
40 changed files with 3712 additions and 2528 deletions

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@ -16,7 +16,7 @@ jobs:
- uses: actions/checkout@v3
- uses: actions/setup-node@v3
with:
node-version: 12.x
node-version: 18.x
- run: yarn
- run: yarn lint
- run: yarn test
@ -32,10 +32,11 @@ jobs:
projectPath:
- unity-project-with-correct-tests
unityVersion:
- 2019.2.11f1
- 2019.4.40f1
testMode:
- playmode
- editmode
- standalone
steps:
###########################
# Checkout #
@ -77,7 +78,7 @@ jobs:
projectPath:
- unity-project-with-correct-tests
unityVersion:
- 2019.2.11f1
- 2019.4.40f1
steps:
###########################
# Checkout #
@ -131,7 +132,7 @@ jobs:
fail-fast: false
matrix:
unityVersion:
- 2019.2.11f1
- 2019.4.40f1
projectPath:
- unity-project-with-correct-tests
steps:
@ -188,7 +189,7 @@ jobs:
projectPath:
- unity-project-with-correct-tests
unityVersion:
- 2019.2.11f1
- 2019.4.40f1
steps:
###########################
# Checkout #
@ -234,6 +235,107 @@ jobs:
path: ${{ steps.playMode.outputs.coveragePath }}
retention-days: 14
testRunnerInStandalone:
name: Test standalone 📺
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
projectPath:
- unity-project-with-correct-tests
unityVersion:
- 2019.4.40f1
steps:
###########################
# Checkout #
###########################
- uses: actions/checkout@v3
with:
lfs: true
###########################
# Cache #
###########################
- uses: actions/cache@v3
with:
path: ${{ matrix.projectPath }}/Library
key: Library-${{ matrix.projectPath }}-${{ matrix.targetPlatform }}
restore-keys: |
Library-${{ matrix.projectPath }}-
Library-
# Configure test runner
- name: Run tests
id: standalone
uses: ./
with:
projectPath: ${{ matrix.projectPath }}
unityVersion: ${{ matrix.unityVersion }}
testMode: standalone
artifactsPath: artifacts/standalone
# Upload artifacts
- name: Upload test results
uses: actions/upload-artifact@v3
with:
name: Test results (play mode)
path: ${{ steps.standalone.outputs.artifactsPath }}
retention-days: 14
testRunnerInStandaloneWithIL2CPP:
name: Test standalone with IL2CPP 📺
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
projectPath:
- unity-project-with-correct-tests
unityVersion:
- 2019.4.40f1 # Only 2019.4+ docker images contain the IL2CPP backend installed.
steps:
###########################
# Checkout #
###########################
- uses: actions/checkout@v3
with:
lfs: true
###########################
# Cache #
###########################
- uses: actions/cache@v3
with:
path: ${{ matrix.projectPath }}/Library
key: Library-${{ matrix.projectPath }}-${{ matrix.targetPlatform }}
restore-keys: |
Library-${{ matrix.projectPath }}-
Library-
# Set scripting backend to IL2CPP
- name: Rewrite ProjectSettings
run: |
DefineOriginal=" scriptingBackend: {}"
DefineReplace=" scriptingBackend: \\n Standalone: 1"
sed -i "{s/$DefineOriginal/$DefineReplace/g}" ${{ matrix.projectPath }}/ProjectSettings/ProjectSettings.asset
# Configure test runner
- name: Run tests
id: standalone
uses: ./
with:
projectPath: ${{ matrix.projectPath }}
unityVersion: ${{ matrix.unityVersion }}
testMode: standalone
artifactsPath: artifacts/standalone
# Upload artifacts
- name: Upload test results
uses: actions/upload-artifact@v3
with:
name: Test results (play mode)
path: ${{ steps.standalone.outputs.artifactsPath }}
retention-days: 14
testEachModeSequentially:
name: Test each mode sequentially 👩‍👩‍👧‍👦 # don't try this at home (it's much slower)
runs-on: ubuntu-latest
@ -241,7 +343,7 @@ jobs:
fail-fast: false
matrix:
unityVersion:
- 2019.2.11f1
- 2019.4.40f1
projectPath:
- unity-project-with-correct-tests
steps:
@ -281,6 +383,15 @@ jobs:
testMode: playmode
artifactsPath: artifacts/playmode
# Configure third test runner
- name: Tests in standalone 📺
uses: ./
with:
projectPath: ${{ matrix.projectPath }}
unityVersion: ${{ matrix.unityVersion }}
testMode: standalone
artifactsPath: artifacts/playmode
# Upload combined artifacts
- name: Upload combined test results
uses: actions/upload-artifact@v3

1888
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2
dist/index.js.map generated vendored

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2
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@ -58,19 +58,52 @@ Get-ChildItem -Hidden -Path $UNITY_PROJECT_PATH
#
foreach ( $platform in ${env:TEST_PLATFORMS}.Split(";") )
{
Write-Output ""
Write-Output "###########################"
Write-Output "# Testing in $platform #"
Write-Output "###########################"
Write-Output ""
if ( $platform -ne "COMBINE_RESULTS" )
if ( "$platform" -eq "standalone" )
{
$runTests = "-runTests -testPlatform $platform -testResults $FULL_ARTIFACTS_PATH/$platform-results.xml"
Write-Output ""
Write-Output "###########################"
Write-Output "# Building Standalone #"
Write-Output "###########################"
Write-Output ""
# Create directories if they do not exist
if(-Not (Test-Path -Path $Env:UNITY_PROJECT_PATH\Assets\Editor))
{
# We use -Force to suppress output, doesn't overwrite anything
New-Item -ItemType Directory -Force -Path $Env:UNITY_PROJECT_PATH\Assets\Editor
}
if(-Not (Test-Path -Path $Env:UNITY_PROJECT_PATH\Assets\Player))
{
# We use -Force to suppress output, doesn't overwrite anything
New-Item -ItemType Directory -Force -Path $Env:UNITY_PROJECT_PATH\Assets\Player
}
# Copy the scripts
Copy-Item -Path "c:\UnityStandaloneScripts\Assets\Editor" -Destination $Env:UNITY_PROJECT_PATH\Assets\Editor -Recurse
Copy-Item -Path "c:\UnityStandaloneScripts\Assets\Player" -Destination $Env:UNITY_PROJECT_PATH\Assets\Player -Recurse
# Verify recursive paths
Get-ChildItem -Path $Env:UNITY_PROJECT_PATH\Assets\Editor -Recurse
Get-ChildItem -Path $Env:UNITY_PROJECT_PATH\Assets\Player -Recurse
$runTests="-runTests -testPlatform StandaloneWindows64 -builtTestRunnerPath $UNITY_PROJECT_PATH\Build\UnityTestRunner-Standalone.exe"
}
else
{
$runTests = "-quit"
Write-Output ""
Write-Output "###########################"
Write-Output "# Testing in $platform #"
Write-Output "###########################"
Write-Output ""
if ( $platform -ne "COMBINE_RESULTS" )
{
$runTests = "-runTests -testPlatform $platform -testResults $FULL_ARTIFACTS_PATH/$platform-results.xml"
}
else
{
$runTests = "-quit"
}
}
$TEST_OUTPUT = Start-Process -NoNewWindow -Wait -PassThru "C:\Program Files\Unity\Hub\Editor\${env:UNITY_VERSION}\editor\Unity.exe" -ArgumentList "-batchmode -logFile $FULL_ARTIFACTS_PATH\$platform.log -projectPath $UNITY_PROJECT_PATH -coverageResultsPath $FULL_COVERAGE_RESULTS_PATH $runTests -enableCodeCoverage -debugCodeOptimization -coverageOptions ${env:COVERAGE_OPTIONS} ${env:CUSTOM_PARAMETERS}"
@ -81,6 +114,20 @@ foreach ( $platform in ${env:TEST_PLATFORMS}.Split(";") )
# Print unity log output
Get-Content "$FULL_ARTIFACTS_PATH/$platform.log"
if ( ( $TEST_EXIT_CODE -eq 0 ) -and ( "$platform" -eq "standalone" ) )
{
# Code Coverage currently only supports code ran in the Editor and not in Standalone/Player.
# https://docs.unity.cn/Packages/com.unity.testtools.codecoverage@1.1/manual/TechnicalDetails.html#how-it-works
$TEST_OUTPUT = Start-Process -NoNewWindow -Wait -PassThru "$UNITY_PROJECT_PATH\Build\UnityTestRunner-Standalone.exe" -ArgumentList "-batchmode -nographics -logFile $FULL_ARTIFACTS_PATH\$platform-player.log -testResults $FULL_ARTIFACTS_PATH\$platform-results.xml"
# Catch exit code
$TEST_EXIT_CODE = $TEST_OUTPUT.ExitCode
# Print player log output
Get-Content "$FULL_ARTIFACTS_PATH/$platform-player.log"
}
# Display results
if ($TEST_EXIT_CODE -eq 0)
{

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@ -59,16 +59,36 @@ ls -alh $UNITY_PROJECT_PATH
# Testing for each platform
#
for platform in ${TEST_PLATFORMS//;/ }; do
echo ""
echo "###########################"
echo "# Testing in $platform #"
echo "###########################"
echo ""
if [[ "$platform" == "standalone" ]]; then
echo ""
echo "###########################"
echo "# Building Standalone #"
echo "###########################"
echo ""
if [[ "$platform" != "COMBINE_RESULTS" ]]; then
runTests="-runTests -testPlatform $platform -testResults $FULL_ARTIFACTS_PATH/$platform-results.xml"
# Create directories if they do not exist
mkdir -p "$UNITY_PROJECT_PATH/Assets/Editor/"
mkdir -p "$UNITY_PROJECT_PATH/Assets/Player/"
# Copy the scripts
cp -R "$ACTION_FOLDER/UnityStandaloneScripts/Assets/Editor/" "$UNITY_PROJECT_PATH/Assets/Editor/"
cp -R "$ACTION_FOLDER/UnityStandaloneScripts/Assets/Player/" "$UNITY_PROJECT_PATH/Assets/Player/"
# Verify recursive paths
ls -Ralph "$UNITY_PROJECT_PATH/Assets/Editor/"
ls -Ralph "$UNITY_PROJECT_PATH/Assets/Player/"
runTests="-runTests -testPlatform StandaloneLinux64 -builtTestRunnerPath $UNITY_PROJECT_PATH/Build/UnityTestRunner-Standalone"
else
runTests="-quit"
echo ""
echo "###########################"
echo "# Testing in $platform #"
echo "###########################"
echo ""
if [[ "$platform" != "COMBINE_RESULTS" ]]; then
runTests="-runTests -testPlatform $platform -testResults $FULL_ARTIFACTS_PATH/$platform-results.xml"
else
runTests="-quit"
fi
fi
unity-editor \
@ -88,6 +108,29 @@ for platform in ${TEST_PLATFORMS//;/ }; do
# Print unity log output
cat "$FULL_ARTIFACTS_PATH/$platform.log"
if [[ $TEST_EXIT_CODE -eq 0 && "$platform" == "standalone" ]]; then
echo ""
echo "###########################"
echo "# Testing Standalone #"
echo "###########################"
echo ""
# Code Coverage currently only supports code ran in the Editor and not in Standalone/Player.
# https://docs.unity.cn/Packages/com.unity.testtools.codecoverage@1.1/manual/TechnicalDetails.html#how-it-works
xvfb-run -a -e /dev/stdout "$UNITY_PROJECT_PATH/Build/UnityTestRunner-Standalone" \
-batchmode \
-nographics \
-logFile "$FULL_ARTIFACTS_PATH/$platform-player.log" \
-testResults "$FULL_ARTIFACTS_PATH/$platform-results.xml"
# Catch exit code
TEST_EXIT_CODE=$?
# Print player log output
cat "$FULL_ARTIFACTS_PATH/$platform-player.log"
fi
# Display results
if [ $TEST_EXIT_CODE -eq 0 ]; then
echo "Run succeeded, no failures occurred";

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@ -0,0 +1,56 @@
#
# Note: Non default ignore file, as this only tests Builder script.
#
[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
[Ll]ogs/
# Additional ignores
[Bb]in/
# Uncomment this line if you wish to ignore the asset store tools plugin
# [Aa]ssets/AssetStoreTools*
# IDEs
.vs/
.idea/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
#*.csproj
*.unityproj
#*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties

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@ -0,0 +1,49 @@
using System;
using System.Linq;
using UnityEditor;
using UnityEditor.TestTools;
using UnityEngine;
using UnityEngine.TestTools;
using UnityTestRunnerAction;
[assembly: TestPlayerBuildModifier(typeof(HeadlessPlayModeSetup))]
[assembly: PostBuildCleanup(typeof(HeadlessPlayModeSetup))]
namespace UnityTestRunnerAction
{
public class HeadlessPlayModeSetup : ITestPlayerBuildModifier, IPostBuildCleanup
{
private static bool s_RunningPlayerTests;
public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions)
{
// Do not launch the player after the build completes. Disable the PlayerConnection.
playerOptions.options &= ~(BuildOptions.AutoRunPlayer | BuildOptions.ConnectToHost | BuildOptions.WaitForPlayerConnection);
// Not supporting Mac currently.
playerOptions.target = SystemInfo.operatingSystemFamily == OperatingSystemFamily.Windows ? BuildTarget.StandaloneWindows64 : BuildTarget.StandaloneLinux64;
string[] commandLineArgs = Environment.GetCommandLineArgs();
playerOptions.locationPathName = commandLineArgs[Array.IndexOf(commandLineArgs, "-builtTestRunnerPath") + 1]; ;
// Instruct the cleanup to exit the Editor if the run came from the command line.
// The variable is static because the cleanup is being invoked in a new instance of the class.
s_RunningPlayerTests = true;
return playerOptions;
}
public void Cleanup()
{
if (s_RunningPlayerTests && IsRunningTestsFromCommandLine())
{
// Exit the Editor on the next update, allowing for other PostBuildCleanup steps to run.
EditorApplication.update += () => { EditorApplication.Exit(0); };
}
}
private static bool IsRunningTestsFromCommandLine()
{
var commandLineArgs = Environment.GetCommandLineArgs();
return commandLineArgs.Any(value => value == "-runTests");
}
}
}

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@ -0,0 +1,92 @@
using NUnit.Framework.Interfaces;
using System;
using System.Xml;
using UnityEngine;
using UnityEngine.TestRunner;
using UnityTestRunnerAction;
[assembly: TestRunCallback(typeof(MyTestRunCallback))]
namespace UnityTestRunnerAction
{
public class MyTestRunCallback : ITestRunCallback
{
private const string k_nUnitVersion = "3.5.0.0";
private const string k_TestRunNode = "test-run";
private const string k_Id = "id";
private const string k_Testcasecount = "testcasecount";
private const string k_Result = "result";
private const string k_Total = "total";
private const string k_Passed = "passed";
private const string k_Failed = "failed";
private const string k_Inconclusive = "inconclusive";
private const string k_Skipped = "skipped";
private const string k_Asserts = "asserts";
private const string k_EngineVersion = "engine-version";
private const string k_ClrVersion = "clr-version";
private const string k_StartTime = "start-time";
private const string k_EndTime = "end-time";
private const string k_Duration = "duration";
private const string k_TimeFormat = "u";
private ITest fullTest;
public void RunStarted(ITest testsToRun)
{
if (fullTest == null)
{
fullTest = testsToRun;
}
}
public void RunFinished(ITestResult testResults)
{
if (testResults.Test != fullTest)
{
return;
}
string[] commandLineArgs = Environment.GetCommandLineArgs();
string testResultsPath = commandLineArgs[Array.IndexOf(commandLineArgs, "-testResults") + 1];
using (var writer = XmlWriter.Create(testResultsPath, new XmlWriterSettings() { Indent = true }))
{
// Manually add the outer test-run node, because testResults.ToXml doesn't include it.
var testRunNode = new TNode(k_TestRunNode);
testRunNode.AddAttribute(k_Id, "2");
testRunNode.AddAttribute(k_Testcasecount, (testResults.PassCount + testResults.FailCount + testResults.SkipCount + testResults.InconclusiveCount).ToString());
testRunNode.AddAttribute(k_Result, testResults.ResultState.ToString());
testRunNode.AddAttribute(k_Total, (testResults.PassCount + testResults.FailCount + testResults.SkipCount + testResults.InconclusiveCount).ToString());
testRunNode.AddAttribute(k_Passed, testResults.PassCount.ToString());
testRunNode.AddAttribute(k_Failed, testResults.FailCount.ToString());
testRunNode.AddAttribute(k_Inconclusive, testResults.InconclusiveCount.ToString());
testRunNode.AddAttribute(k_Skipped, testResults.SkipCount.ToString());
testRunNode.AddAttribute(k_Asserts, testResults.AssertCount.ToString());
testRunNode.AddAttribute(k_EngineVersion, k_nUnitVersion);
testRunNode.AddAttribute(k_ClrVersion, Environment.Version.ToString());
testRunNode.AddAttribute(k_StartTime, testResults.StartTime.ToString(k_TimeFormat));
testRunNode.AddAttribute(k_EndTime, testResults.EndTime.ToString(k_TimeFormat));
testRunNode.AddAttribute(k_Duration, testResults.Duration.ToString());
var resultNode = testResults.ToXml(true);
testRunNode.ChildNodes.Add(resultNode);
testRunNode.WriteTo(writer);
writer.Flush();
}
Application.Quit(testResults.ResultState.Status == TestStatus.Failed ? 2 : 0);
}
public void TestStarted(ITest test)
{
}
public void TestFinished(ITestResult result)
{
}
}
}

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{
"name": "UnityTestRunnerAction",
"references": [
"GUID:27619889b8ba8c24980f49ee34dbb44a"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
],
"autoReferenced": false,
"defineConstraints": []
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"com.unity.analytics": "3.3.2",
"com.unity.collab-proxy": "1.2.16",
"com.unity.ext.nunit": "1.0.0",
"com.unity.ide.rider": "1.1.0",
"com.unity.ide.vscode": "1.1.2",
"com.unity.package-manager-ui": "2.2.0",
"com.unity.purchasing": "2.0.6",
"com.unity.test-framework": "1.0.18",
"com.unity.textmeshpro": "2.0.1",
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"com.unity.modules.animation": "1.0.0",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.cloth": "1.0.0",
"com.unity.modules.director": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.particlesystem": "1.0.0",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.physics2d": "1.0.0",
"com.unity.modules.screencapture": "1.0.0",
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"com.unity.modules.uielements": "1.0.0",
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"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
"com.unity.modules.unitywebrequestaudio": "1.0.0",
"com.unity.modules.unitywebrequesttexture": "1.0.0",
"com.unity.modules.unitywebrequestwww": "1.0.0",
"com.unity.modules.vehicles": "1.0.0",
"com.unity.modules.video": "1.0.0",
"com.unity.modules.vr": "1.0.0",
"com.unity.modules.wind": "1.0.0",
"com.unity.modules.xr": "1.0.0"
}
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m_AndroidBanners:
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androidGamepadSupportLevel: 0
AndroidValidateAppBundleSize: 1
AndroidAppBundleSizeToValidate: 150
resolutionDialogBanner: {fileID: 0}
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mobileMTRendering:
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m_BuildTargetGroupLightmapSettings: []
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runPlayModeTestAsEditModeTest: 0
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switchSocketAllocatorPoolSize: 128
switchSocketConcurrencyLimit: 14
switchScreenResolutionBehavior: 2
switchUseCPUProfiler: 0
switchApplicationID: 0x01004b9000490000
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vrEditorSettings:
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daydreamIconForeground: {fileID: 0}
daydreamIconBackground: {fileID: 0}
cloudServicesEnabled: {}
luminIcon:
m_Name:
m_ModelFolderPath:
m_PortalFolderPath:
luminCert:
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luminIsChannelApp: 0
luminVersion:
m_VersionCode: 1
m_VersionName:
facebookSdkVersion:
facebookAppId:
facebookCookies: 1
facebookLogging: 1
facebookStatus: 1
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facebookFrictionlessRequests: 1
apiCompatibilityLevel: 6
cloudProjectId:
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projectName:
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enableNativePlatformBackendsForNewInputSystem: 0
disableOldInputManagerSupport: 0
legacyClampBlendShapeWeights: 0

View File

@ -0,0 +1,2 @@
m_EditorVersion: 2019.2.11f1
m_EditorVersionWithRevision: 2019.2.11f1 (5f859a4cfee5)

View File

@ -0,0 +1,10 @@
{
"m_SettingKeys": [
"VR Device Disabled",
"VR Device User Alert"
],
"m_SettingValues": [
"False",
"False"
]
}

View File

@ -116,6 +116,7 @@ const Docker = {
--volume "${githubHome}:/root:z" \
--volume "${githubWorkflow}:/github/workflow:z" \
--volume "${workspace}:/github/workspace:z" \
--volume "${actionFolder}/test-standalone-scripts:/UnityStandaloneScripts:z" \
--volume "${actionFolder}/steps:/steps:z" \
--volume "${actionFolder}/entrypoint.sh:/entrypoint.sh:z" \
--volume "${actionFolder}/unity-config:/usr/share/unity3d/config/:z" \
@ -192,6 +193,7 @@ const Docker = {
--env GIT_PRIVATE_TOKEN="${gitPrivateToken}" \
--env CHOWN_FILES_TO="${chownFilesTo}" \
${sshAgent ? '--env SSH_AUTH_SOCK=c:/ssh-agent' : ''} \
--volume "${actionFolder}/test-standalone-scripts":"c:/UnityStandaloneScripts" \
--volume "${githubHome}":"c:/root" \
--volume "${githubWorkflow}":"c:/github/workflow" \
--volume "${workspace}":"c:/github/workspace" \

View File

@ -3,7 +3,7 @@ import { getInput } from '@actions/core';
const Input = {
get testModes() {
return ['all', 'playmode', 'editmode'];
return ['all', 'playmode', 'editmode', 'standalone'];
},
isValidFolderName(folderName) {

View File

@ -5,7 +5,7 @@
"com.unity.ide.rider": "1.1.0",
"com.unity.ide.vscode": "1.1.2",
"com.unity.package-manager-ui": "2.2.0",
"com.unity.test-framework": "1.0.13",
"com.unity.test-framework": "1.0.18",
"com.unity.testtools.codecoverage": "1.1.1",
"com.unity.textmeshpro": "2.0.1",
"com.unity.timeline": "1.1.0",

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yarn.lock

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