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This commit is contained in:
Vendored
+64
-34
@@ -1,99 +1,129 @@
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import jetbrains.buildServer.configs.kotlin.*
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import jetbrains.buildServer.configs.kotlin.buildSteps.powerShell
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import jetbrains.buildServer.configs.kotlin.buildSteps.script
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version = "2026.1"
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project {
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description = "Unity CI (Windows + Android + extensible)"
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description = "Unity CI - isolated platform builds"
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buildType(UnityBuildCore)
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buildType(WindowsBuild)
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buildType(AndroidBuild)
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buildType(MacBuild)
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buildType(IOSBuild)
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}
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/**
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* CORE BUILD (only place Unity runs)
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* WINDOWS (also builds Android on Windows agent)
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*/
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object UnityBuildCore : BuildType({
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object WindowsBuild : BuildType({
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name = "Unity Build (Core)"
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name = "Unity - Windows (Agent: Windows)"
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vcs {
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root(DslContext.settingsRoot)
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}
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params {
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param("unity.target", "")
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param("unity.target", "Windows")
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}
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steps {
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powerShell {
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name = "Build Windows"
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scriptMode = file {
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path = "ci/Build-Windows.ps1"
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}
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scriptArgs = "-Target Windows"
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}
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}
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artifactRules = """
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Builds/Windows/** => windows.zip
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""".trimIndent()
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})
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/**
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* ANDROID (Windows agent)
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*/
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object AndroidBuild : BuildType({
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name = "Unity - Android (Agent: Windows)"
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vcs {
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root(DslContext.settingsRoot)
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}
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steps {
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powerShell {
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name = "Run Unity Build"
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name = "Build Android"
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scriptMode = file {
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path = "ci/Build-Unity.ps1"
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path = "ci/Build-Windows.ps1"
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}
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// SAFE: always passed from dependency configs
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scriptArgs = "-Target %unity.target%"
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scriptArgs = "-Target Android"
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}
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}
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artifactRules = """
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Builds/** => builds.zip
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Builds/Android/** => android.zip
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""".trimIndent()
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})
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/**
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* WINDOWS BUILD
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* MAC (macOS agent)
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*/
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object WindowsBuild : BuildType({
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object MacBuild : BuildType({
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name = "Unity - Windows"
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params {
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param("unity.target", "Windows")
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}
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name = "Unity - Mac (Agent: Mac)"
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vcs {
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root(DslContext.settingsRoot)
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}
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dependencies {
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snapshot(UnityBuildCore) {
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onDependencyFailure = FailureAction.FAIL_TO_START
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steps {
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script {
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name = "Build Mac"
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scriptContent = """
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chmod +x ci/Build-Mac.sh
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./ci/Build-Mac.sh Mac
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""".trimIndent()
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}
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}
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artifactRules = """
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Builds/Windows/** => WindowsBuild.zip
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Builds/Mac/** => mac.zip
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""".trimIndent()
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})
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/**
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* ANDROID BUILD
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* iOS (macOS agent)
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*/
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object AndroidBuild : BuildType({
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object IOSBuild : BuildType({
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name = "Unity - Android"
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params {
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param("unity.target", "Android")
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}
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name = "Unity - iOS (Agent: Mac)"
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vcs {
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root(DslContext.settingsRoot)
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}
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dependencies {
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snapshot(UnityBuildCore) {
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onDependencyFailure = FailureAction.FAIL_TO_START
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steps {
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script {
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name = "Build iOS"
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scriptContent = """
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chmod +x ci/Build-Mac.sh
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./ci/Build-Mac.sh iOS
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""".trimIndent()
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}
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}
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artifactRules = """
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Builds/Android/** => AndroidBuild.zip
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Builds/iOS/** => ios.zip
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""".trimIndent()
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})
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@@ -4,17 +4,25 @@ using System.Linq;
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public static class BuildScript
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{
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public static void Windows() =>
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public static void Windows()
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{
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Build(BuildTarget.StandaloneWindows64, "Builds/Windows");
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}
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public static void Android() =>
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public static void Android()
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{
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Build(BuildTarget.Android, "Builds/Android");
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}
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public static void Mac() =>
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public static void Mac()
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{
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Build(BuildTarget.StandaloneOSX, "Builds/Mac");
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}
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public static void iOS() =>
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public static void iOS()
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{
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Build(BuildTarget.iOS, "Builds/iOS");
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}
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private static void Build(BuildTarget target, string outputPath)
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{
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@@ -0,0 +1,45 @@
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#!/bin/bash
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set -e
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TARGET=$1
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if [[ -z "$TARGET" ]]; then
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echo "Missing TARGET (Mac or iOS)"
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exit 1
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fi
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echo "=== Mac Build Starting ==="
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echo "Target: $TARGET"
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UNITY_VERSION="2022.3.62f1"
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UNITY_ROOT="/Applications/Unity/Hub/Editor"
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UNITY_EXE="$UNITY_ROOT/$UNITY_VERSION/Unity.app/Contents/MacOS/Unity"
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if [[ ! -f "$UNITY_EXE" ]]; then
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echo "Unity not installed at $UNITY_EXE"
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exit 1
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fi
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case "$TARGET" in
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Mac)
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METHOD="BuildScript.Mac"
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;;
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iOS)
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METHOD="BuildScript.iOS"
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;;
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*)
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echo "Unknown target: $TARGET"
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exit 1
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;;
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esac
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"$UNITY_EXE" \
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-batchmode \
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-nographics \
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-quit \
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-projectPath "$(pwd)" \
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-executeMethod $METHOD \
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-logFile -
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echo "=== Build SUCCESS: $TARGET ==="
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@@ -1,45 +0,0 @@
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param(
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[Parameter(Mandatory = $true)]
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[string]$Target
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)
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Write-Host "============================="
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Write-Host "Unity Build Starting"
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Write-Host "Target: $Target"
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Write-Host "============================="
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if ([string]::IsNullOrWhiteSpace($Target)) {
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throw "ERROR: Target was empty. TeamCity did not pass unity.target correctly."
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}
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$config = Get-Content ".\ci\toolchain.json" | ConvertFrom-Json
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if (-not $config.targets.$Target) {
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throw "Unknown build target: $Target"
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}
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$t = $config.targets.$Target
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$UnityExe = Join-Path $config.unityRoot "$($config.unityVersion)\Editor\Unity.exe"
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if (!(Test-Path $UnityExe)) {
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throw "Unity not installed at expected path: $UnityExe"
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}
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Write-Host "Using Unity: $UnityExe"
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Write-Host "Executing method: $($t.method)"
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Write-Host "Output: $($t.outputPath)"
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& $UnityExe `
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-batchmode `
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-nographics `
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-quit `
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-projectPath $PWD `
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-executeMethod $t.method `
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-logFile -
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if ($LASTEXITCODE -ne 0) {
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throw "Unity build FAILED for target: $Target"
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}
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Write-Host "Build SUCCESS: $Target"
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@@ -0,0 +1,53 @@
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param(
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[Parameter(Mandatory = $true)]
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[ValidateSet("Windows","Android")]
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[string]$Target
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)
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Write-Host "=== Windows Build Starting ==="
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Write-Host "Target: $Target"
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$config = Get-Content ".\ci\toolchain.json" | ConvertFrom-Json
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$unityVersion = $config.unityVersion
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$unityRoot = $config.windows.unityRoot
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$unityExe = Join-Path $unityRoot "$unityVersion\Editor\Unity.exe"
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if (!(Test-Path $unityExe)) {
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throw "Unity not installed: $unityExe"
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}
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# ----------------------------
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# Toolchain setup (Windows agent)
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# ----------------------------
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Write-Host "Ensuring toolchain (Unity + Android SDK/JDK/NDK)..."
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# NOTE: In real setups you either:
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# - rely on Unity Hub installs, OR
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# - preinstalled cached toolchain
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# This script assumes preinstalled Hub-managed tools.
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# ----------------------------
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# Select Unity method
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# ----------------------------
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$method = switch ($Target) {
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"Windows" { "BuildScript.Windows" }
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"Android" { "BuildScript.Android" }
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}
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& $unityExe `
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-batchmode `
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-nographics `
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-quit `
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-projectPath $PWD `
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-executeMethod $method `
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-logFile -
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if ($LASTEXITCODE -ne 0) {
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throw "Build failed: $Target"
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}
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Write-Host "=== Build SUCCESS: $Target ==="
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@@ -1,22 +0,0 @@
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param(
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[string]$ConfigPath = ".\ci\toolchain.json"
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)
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$config = Get-Content $ConfigPath | ConvertFrom-Json
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$UnityVersion = $config.unityVersion
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$UnityExe = Join-Path $config.unityRoot "$UnityVersion\Editor\Unity.exe"
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Write-Host "Checking Unity $UnityVersion..."
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if (!(Test-Path $UnityExe)) {
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throw "Unity version not installed: $UnityVersion"
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}
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Write-Host "Unity found: $UnityExe"
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# expose for later steps
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$env:UNITY_VERSION = $UnityVersion
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$env:UNITY_EXE = $UnityExe
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return $UnityExe
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+16
-12
@@ -1,18 +1,22 @@
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{
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"unityVersion": "2022.3.62f1",
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"unityRoot": "C:\\Program Files\\Unity\\Hub\\Editor",
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"targets": {
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"Windows": {
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"method": "BuildScript.Windows",
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"outputPath": "Builds/Windows/Game.exe",
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"buildTarget": "StandaloneWindows64"
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},
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"windows": {
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"unityRoot": "C:\\Program Files\\Unity\\Hub\\Editor",
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"modules": [
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"android",
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"android-sdk-ndk-tools",
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"android-open-jdk",
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"windows-il2cpp"
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]
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},
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"Android": {
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"method": "BuildScript.Android",
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"outputPath": "Builds/Android/Game.aab",
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"buildTarget": "Android"
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}
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"mac": {
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"unityRoot": "/Applications/Unity/Hub/Editor",
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"modules": [
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"ios-il2cpp",
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"mac-mono",
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"android"
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]
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}
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}
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Reference in New Issue
Block a user