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test: create job definitions for mobile build and test #1152
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test: create job definitions for mobile build and test #1152
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I was able to remove all extraneous changes from my previous branch and with one file provide a way to run tests on mobile platforms. IF this works, next step is to add it to nightly. |
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lgtm!
- pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple | ||
- curl -s https://artifactory.prd.it.unity3d.com/artifactory/unity-tools-local/utr-standalone/utr.bat --output utr.bat | ||
- | | ||
mkdir C:\TMP |
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Wasn't there a suggestion to use macos in order to avoid this tmp path issue? Did that not end up working out?
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@andrews-unity had pointed this weirdness out. The issue goes like this: Android is built on Windows, Windows has path length issues so the default Editor location results in unreadable paths. The suggestion was "don't use Windows" and when I explored Mac and Linux I got feedback from various folks to not use Mac as it was a scarce resource and not to use Linux as most configs for android are set up on Windows and Linux hasn't been set up so there will probably be the need for a custom bokken image for that. So I'm back to the TMP dir on Windows.
I'm not familiar with how to use macros to circumvent this, but it would be great if we could. I just ran around in circles for a while and gave up. @JesseOlmer
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I also mentioned to using the mobile image :P
This is how we are doing it on UTP and we use a windows image to build for android. This is also the same setup that dots is using to build their android player and their folder depth is way longer than ours.
…nsform * develop: fix: add `link.xml` to prevent IL2CPP stripping `Unity.PerformanceTesting` (#1172) chore: add boilerplate for `ClientNetworkTransform` sample (#1168) chore: remove `ClientNetworkVariable` (#1167) chore: Disable test while we reevaluate the assumption that INetworkM… (#1163) docs: rename Manual.md to Index.md Only track one metric for scene sync and do not report scene name (#1159) test: create job definitions for mobile build and test (#1152) test: make test runner scene ignored by default for BaseMultiInstanceTest (#1154) fix: remove left-over reference to SyncTransform (#1155) chore: remove unused SyncTransform.cs (#1153) chore!: remove NetworkNavMeshAgent (#1150) fix: NetworkObject parenting support in scene transitioning (#1148) chore!: rename Prototyping asmdef to Components (#1145) feat: add bootstrap sample to package (#1140) chore: remove `--yamato` param from `standards.py` (#1144) fix: MTT-504 connection approval messages and comparing networkconfig (#1138) refactor!: remove NetworkChannel and MultiplexTransportAdapter (#1133) # Conflicts: # com.unity.netcode.gameobjects/Components/Interpolator.meta # com.unity.netcode.gameobjects/Components/Interpolator/BufferedLinearInterpolator.cs # com.unity.netcode.gameobjects/Components/Interpolator/BufferedLinearInterpolator.cs.meta # testproject/Assets/Prefabs/PlayerCube.prefab
Created a job definition that will allow playmode tests to run on mobile devices with a few exceptions to be identified and called out later. (for example multiprocess tests)