Add standalone support.

pull/219/head
Tim 2023-04-13 03:18:33 -04:00
parent cfa9076acb
commit 40d638e7a6
47 changed files with 6456 additions and 2521 deletions

1617
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dist/index.js.map generated vendored

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View File

@ -58,6 +58,38 @@ Get-ChildItem -Hidden -Path $UNITY_PROJECT_PATH
# #
foreach ( $platform in ${env:TEST_PLATFORMS}.Split(";") ) foreach ( $platform in ${env:TEST_PLATFORMS}.Split(";") )
{ {
if ( "$platform" -eq "standalone" )
{
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
{
Write-Output "" Write-Output ""
Write-Output "###########################" Write-Output "###########################"
Write-Output "# Testing in $platform #" Write-Output "# Testing in $platform #"
@ -72,12 +104,21 @@ foreach ( $platform in ${env:TEST_PLATFORMS}.Split(";") )
{ {
$runTests = "-quit" $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}" $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}"
# Catch exit code # Catch exit code
$TEST_EXIT_CODE = $TEST_OUTPUT.ExitCode $TEST_EXIT_CODE = $TEST_OUTPUT.ExitCode
if ( ( $TEST_EXIT_CODE -eq 0 ) -and ( "$platform" -eq "standalone" ) )
{
$TEST_OUTPUT = Start-Process -NoNewWindow -Wait -PassThru "$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 = $TEST_OUTPUT.ExitCode
}
# Print unity log output # Print unity log output
Get-Content "$FULL_ARTIFACTS_PATH/$platform.log" Get-Content "$FULL_ARTIFACTS_PATH/$platform.log"

View File

@ -59,6 +59,25 @@ ls -alh $UNITY_PROJECT_PATH
# Testing for each platform # Testing for each platform
# #
for platform in ${TEST_PLATFORMS//;/ }; do for platform in ${TEST_PLATFORMS//;/ }; do
if [[ "$platform" == "standalone" ]]; then
echo ""
echo "###########################"
echo "# Building Standalone #"
echo "###########################"
echo ""
# 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
echo "" echo ""
echo "###########################" echo "###########################"
echo "# Testing in $platform #" echo "# Testing in $platform #"
@ -70,6 +89,7 @@ for platform in ${TEST_PLATFORMS//;/ }; do
else else
runTests="-quit" runTests="-quit"
fi fi
fi
unity-editor \ unity-editor \
-batchmode \ -batchmode \
@ -88,6 +108,28 @@ for platform in ${TEST_PLATFORMS//;/ }; do
# Print unity log output # Print unity log output
cat "$FULL_ARTIFACTS_PATH/$platform.log" cat "$FULL_ARTIFACTS_PATH/$platform.log"
if [[ $TEST_EXIT_CODE -eq 0 && "$platform" == "standalone" ]]; then
echo ""
echo "###########################"
echo "# Testing Standalone #"
echo "###########################"
echo ""
# Not sure how to get code coverage with this method.
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/$platform-results.xml"
# Catch exit code
TEST_EXIT_CODE=$?
# Player log gets spammed with connection failed messages from the PlayerConnection,
# so we don't print it here. If there was an issue with the player tests, users can inspect
# the log from the arifacts.
fi
# Display results # Display results
if [ $TEST_EXIT_CODE -eq 0 ]; then if [ $TEST_EXIT_CODE -eq 0 ]; then
echo "Run succeeded, no failures occurred"; echo "Run succeeded, no failures occurred";

View File

@ -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

View File

@ -0,0 +1,6 @@
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

View File

@ -0,0 +1,749 @@
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<HintPath>Library\ScriptAssemblies\UnityEngine.TestRunner.dll</HintPath>
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<HintPath>Library\ScriptAssemblies\Unity.Timeline.Editor.dll</HintPath>
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<Reference Include="UnityEngine.Monetization">
<HintPath>Library\ScriptAssemblies\UnityEngine.Monetization.dll</HintPath>
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<HintPath>Library\ScriptAssemblies\com.unity.multiplayer-hlapi.Editor.dll</HintPath>
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<HintPath>Library\ScriptAssemblies\Unity.VSCode.Editor.dll</HintPath>
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<HintPath>Library\ScriptAssemblies\UnityEngine.Purchasing.Stores.dll</HintPath>
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<Reference Include="Purchasing.Common">
<HintPath>Library\ScriptAssemblies\Purchasing.Common.dll</HintPath>
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<Reference Include="UnityEngine.Advertisements">
<HintPath>Library\ScriptAssemblies\UnityEngine.Advertisements.dll</HintPath>
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<HintPath>Library\ScriptAssemblies\UnityEditor.Purchasing.dll</HintPath>
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<HintPath>Library\ScriptAssemblies\Unity.TextMeshPro.Editor.dll</HintPath>
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<HintPath>Library\ScriptAssemblies\UnityEngine.UI.dll</HintPath>
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<Reference Include="Unity.Timeline">
<HintPath>Library\ScriptAssemblies\Unity.Timeline.dll</HintPath>
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<HintPath>Library\ScriptAssemblies\UnityEngine.Purchasing.Codeless.dll</HintPath>
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<Target Name="GenerateTargetFrameworkMonikerAttribute" />
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Other similar extension points exist, see Microsoft.Common.targets.
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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.
playerOptions.options &= ~BuildOptions.AutoRunPlayer;
// 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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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 }))
{
// We have to manually add the outer test-run node since 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": [
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"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
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"com.unity.test-framework": "1.1.27",
"com.unity.textmeshpro": "2.1.4",
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"com.unity.modules.tilemap": "1.0.0",
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.uielements": "1.0.0",
"com.unity.modules.umbra": "1.0.0",
"com.unity.modules.unityanalytics": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
"com.unity.modules.unitywebrequestaudio": "1.0.0",
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"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",
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{
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"source": "builtin",
"dependencies": {}
},
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"dependencies": {}
},
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"version": "3.7.1",
"depth": 0,
"source": "registry",
"dependencies": {
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},
"url": "https://packages.unity.com"
},
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},
"url": "https://packages.unity.com"
},
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"version": "1.2.3",
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"url": "https://packages.unity.com"
},
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"dependencies": {
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<HintPath>C:\Program Files\Unity\Hub\Editor\2019.4.29f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Drawing.dll</HintPath>
</Reference>
<Reference Include="System.IO.Compression.FileSystem">
<HintPath>C:\Program Files\Unity\Hub\Editor\2019.4.29f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.IO.Compression.FileSystem.dll</HintPath>
</Reference>
<Reference Include="System.Net">
<HintPath>C:\Program Files\Unity\Hub\Editor\2019.4.29f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Net.dll</HintPath>
</Reference>
<Reference Include="System.Numerics">
<HintPath>C:\Program Files\Unity\Hub\Editor\2019.4.29f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Numerics.dll</HintPath>
</Reference>
<Reference Include="System.Runtime.Serialization">
<HintPath>C:\Program Files\Unity\Hub\Editor\2019.4.29f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Runtime.Serialization.dll</HintPath>
</Reference>
<Reference Include="System.ServiceModel.Web">
<HintPath>C:\Program Files\Unity\Hub\Editor\2019.4.29f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.ServiceModel.Web.dll</HintPath>
</Reference>
<Reference Include="System.Transactions">
<HintPath>C:\Program Files\Unity\Hub\Editor\2019.4.29f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Transactions.dll</HintPath>
</Reference>
<Reference Include="System.Web">
<HintPath>C:\Program Files\Unity\Hub\Editor\2019.4.29f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Web.dll</HintPath>
</Reference>
<Reference Include="System.Windows">
<HintPath>C:\Program Files\Unity\Hub\Editor\2019.4.29f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Windows.dll</HintPath>
</Reference>
<Reference Include="System.Xml">
<HintPath>C:\Program Files\Unity\Hub\Editor\2019.4.29f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Xml.dll</HintPath>
</Reference>
<Reference Include="System.Xml.Linq">
<HintPath>C:\Program Files\Unity\Hub\Editor\2019.4.29f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Xml.Linq.dll</HintPath>
</Reference>
<Reference Include="System.Xml.Serialization">
<HintPath>C:\Program Files\Unity\Hub\Editor\2019.4.29f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Xml.Serialization.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.TestRunner">
<HintPath>Library\ScriptAssemblies\UnityEngine.TestRunner.dll</HintPath>
</Reference>
<Reference Include="UnityEditor.UI">
<HintPath>Library\ScriptAssemblies\UnityEditor.UI.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>Library\ScriptAssemblies\UnityEngine.UI.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Target Name="GenerateTargetFrameworkMonikerAttribute" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

View File

@ -0,0 +1,26 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UnityTestRunnerAction", "UnityTestRunnerAction.csproj", "{00187BE3-F8D3-2EAA-5E2D-059E10541819}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{A4486AB6-3D1C-6A60-65DE-0C7A9E3D6DB1}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{00187BE3-F8D3-2EAA-5E2D-059E10541819}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{00187BE3-F8D3-2EAA-5E2D-059E10541819}.Debug|Any CPU.Build.0 = Debug|Any CPU
{00187BE3-F8D3-2EAA-5E2D-059E10541819}.Release|Any CPU.ActiveCfg = Release|Any CPU
{00187BE3-F8D3-2EAA-5E2D-059E10541819}.Release|Any CPU.Build.0 = Release|Any CPU
{A4486AB6-3D1C-6A60-65DE-0C7A9E3D6DB1}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{A4486AB6-3D1C-6A60-65DE-0C7A9E3D6DB1}.Debug|Any CPU.Build.0 = Debug|Any CPU
{A4486AB6-3D1C-6A60-65DE-0C7A9E3D6DB1}.Release|Any CPU.ActiveCfg = Release|Any CPU
{A4486AB6-3D1C-6A60-65DE-0C7A9E3D6DB1}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@ -116,6 +116,7 @@ const Docker = {
--volume "${githubHome}:/root:z" \ --volume "${githubHome}:/root:z" \
--volume "${githubWorkflow}:/github/workflow:z" \ --volume "${githubWorkflow}:/github/workflow:z" \
--volume "${workspace}:/github/workspace:z" \ --volume "${workspace}:/github/workspace:z" \
--volume "${actionFolder}/test-standalone-scripts:/UnityStandaloneScripts:z" \
--volume "${actionFolder}/steps:/steps:z" \ --volume "${actionFolder}/steps:/steps:z" \
--volume "${actionFolder}/entrypoint.sh:/entrypoint.sh:z" \ --volume "${actionFolder}/entrypoint.sh:/entrypoint.sh:z" \
--volume "${actionFolder}/unity-config:/usr/share/unity3d/config/:z" \ --volume "${actionFolder}/unity-config:/usr/share/unity3d/config/:z" \

View File

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

3142
yarn.lock

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