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The current asset store upload process has a lot of pain points that can ideally be automated.
Here is the process:
Merge everything to master after it's passed testing on staging
Deploy a GitHub release
Create a new branch off master called "asset-store-v1.x.x-unity-5.5.5" (or whatever minimum version of Unity we are supporting)
Open the project using Unity 5.5.5 (on Windows because this no longer works on Mac 😠)
Delete everything except Assets/RedBlueGames/MulliganRenamer, and the Testing folder
Download the Asset Store Tools package if you don't have it locally (it's ignored in gitignore)
Create a new draft release on the Asset Store publisher page
Submit Mulligan through the Asset Store Tools in Unity.
This has a lot of clear pain points. Especially opening the project in Windows on Unity 5.5.5.
The ideal CI workflow to me would be:
Either tag or open a branch off master to indicate we need a release. I like the idea of tagging it "asset-store-v1.7.X"
IDEALLY this would open up a draft on the asset store (lol)
Docker Image opens up the project in the minimum unity version... I guess. We'd need to verify it works so we'd want to be running tests on this version as well.
Delete the unused assets
Submit the package to the backend
(This Issue is mainly to get this documented for future me 😎)
The text was updated successfully, but these errors were encountered:
The current asset store upload process has a lot of pain points that can ideally be automated.
Here is the process:
This has a lot of clear pain points. Especially opening the project in Windows on Unity 5.5.5.
The ideal CI workflow to me would be:
(This Issue is mainly to get this documented for future me 😎)
The text was updated successfully, but these errors were encountered: