action-junit-report
unity-actions


action-junit-report | unity-actions | |
---|---|---|
1 | 19 | |
342 | 988 | |
3.2% | 0.0% | |
8.8 | 1.3 | |
4 days ago | almost 2 years ago | |
TypeScript | Mathematica | |
Apache License 2.0 | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
action-junit-report
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Example of Autohotkey automated unit testing on Github Actions
``` now we need to parse the report, I've been using [action-junit-report](https://github.com/mikepenz/action-junit-report) for that
unity-actions
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Show HN: Eonfall – A new third-person co-op action game built for the web
In the most recent game I automated builds for the initial build took 1-3 hours, but subsequent builds with the Library/ folder cached took 5-10 minutes.
Are you switching platforms between builds locally? (like building one for web / server / pc / mac etc). Platform switching essentially blows away the cache, making it take the full build time each time. There was an asset years back that would create folders for each platform's Library/ cache and switch between them when you switched build platforms.
In CI (eg using https://game.ci) you can prefix build cache keys with the platform to manage that automatically.
Unity Cloud Build is in general slower/more flakey/sometimes has cache issues compared to DIY CI, but it should speed up after a successful first build as long as it caches the Library/ folder, and they do separate that out by build platform properly. (Worth checking each build config setting is set to cache that)
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Show HN: Rivet (YC W23) – Open-Source Game Server Management with Nomad and Rust
> https://game.ci
I don't recommend it.
Game CI has been in development for a long time. It only really supports GitHub Actions. It can't correctly build il2cpp Unity projects. The licenses needed to run it are more expensive than Unity Build Automation / Unity Cloud Build. If you want to automate Unity builds and you don't want to learn the Windows Containers ecosystem, Jenkins and/or Tekton, you should use Unity's service.
CI/CD is a bad choice for most developers, on most platforms, for most clients. That said, it makes sense to do for your backends.
> or (as has happened to us with different game web service/API/middleware providers) they may choose to abruptly deprecate the service upon which you built.
Which service was that? GameSparks? That sucks.
> with inappropriate cloud dev tooling
Well everyone takes their own journey to discover how shitty Lambda, Cognito, CloudFormation and related are.
> with basically any datastore other than Redis you will run in to issues matchmaking
Matchmakers do not have to be complicated.
- Github action para jogos da Unity
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[HELP] Building Unity WebGL projects in Azure Devops CI/CD pipeline
I've been struggling with getting the docker images provided by https://game.ci/ to build his project at all, let alone automating it in a pipeline.
- Share your best indie-dev resource!
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A friend and I have spent way too much time sharing builds so we built this free tool!
https://game.ci/ has fantastic GitHub actions to automate all of this on each PR or push to main etc and then just upload the result of the build as an artifact and job done - takes minutes to setup and you can use your own machine as a self hosted runner to get the same build speed as local builds
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what is your CI/CD pipeline setup and how are you handling larger binaries? are smaller game dev studios just brute forcing through LFS and building for each test?
These guys did a wonderful job at providing a docker-based build environment for Unity, btw: https://game.ci/
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Share the tools you use for game design, coding and narrative
(Someone's built something similar for Unity, but it wasn't as one click when I last looked -- especially since Unity may require licenses.)
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What has been your best game development related investment?
My repositories are on github, so I'm using Github Actions for build automation - I found it really easy to setup compared to other platforms. + There's basically a ready-made action for building with unity - game.ci (although I wrote my own solution for iOS).
- Question for Single Devs using GIT for Version Control...
What are some alternatives?
create-pull-request - A GitHub action to create a pull request for changes to your repository in the actions workspace
NaughtyAttributes - Attribute Extensions for Unity
awesome-testing-blogs - An awesome, curated list of various software testing related blogs and similar resources.
godot-game-template - Generic template for Godot games
tauri-action - Build your Web application as a Tauri binary for macOS, Linux and Windows
unitypacker - A tool to .unitypackage 📦 from command line.
Yunit - Super simple testing framework for AutoHotkey.
rivet - 🔩 Serverless for stateful backends
EventEmitter.ahk - An autohotkey event handling class based on the nodejs's EventEmitter
microgravity.io - Microgravity.io is a 2D shooter IO game set in space in which you must create a conquering civilization.
PVonWeb - PVonWeb is a web application designed as part of a final year project for the management of transcripts.
git-lfs - Git extension for versioning large files

