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.yamato/project-builders/project-builders.yml

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# Note that for now all of those builds are being made on Windows machine (so for example combination of macOS + il2cpp is expected to fail)
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# TODO: for now all builds are being made on Windows machine, but it would be nice to have a Mac build as well.
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# TODO: add iOS support
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{% for buildProject in BuildProjects -%}
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{% for buildProject in BuildProjects -%}
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build_{{ buildProject[0] }}_project:
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name: {{ buildProject[0] }}
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agent:
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type: Unity::VM
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image: package-ci/win10:v4
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flavor: b1.xlarge
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variables:
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UNITY_VERSION: {{ buildProject[1].minUnityVersion }}
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SCRIPTING_BACKEND_IL2CPP_MONO: il2cpp
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BURST_ON_OFF: on
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PLATFORM_WIN64_MAC_ANDROID: win64
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SAMPLE_BRANCH: {{ buildProject[1].defaultBranch }}
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commands:
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- echo Building {{ buildProject[0] }} project from branch %SAMPLE_BRANCH% with Unity version of %UNITY_VERSION%, Scripting backend %SCRIPTING_BACKEND_IL2CPP_MONO%, Burst %BURST_ON_OFF% for platform %PLATFORM_WIN64_MAC_ANDROID%
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variables:
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UNITY_VERSION: {{ buildProject[1].minUnityVersion }}
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SCRIPTING_BACKEND_IL2CPP_MONO: il2cpp
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BURST_ON_OFF: on
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PLATFORM_WIN64_MAC_ANDROID: win64
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SAMPLE_BRANCH: {{ buildProject[1].defaultBranch }}
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commands:
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- echo Building {{ buildProject[0] }} project from branch %SAMPLE_BRANCH% with Unity version of %UNITY_VERSION%, Scripting backend %SCRIPTING_BACKEND_IL2CPP_MONO%, Burst %BURST_ON_OFF% for platform %PLATFORM_WIN64_MAC_ANDROID%
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# Validate inputs passed via Yamato variables
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- python Tools/CI/scripts/BuildAutomation/validate_params.py
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# Validate inputs passed via Yamato variables
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- python Tools/CI/scripts/BuildAutomation/validate_params.py
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# Clone the external project repository into a specific directory. Notice that branch is also specified.
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- git clone --single-branch --branch %SAMPLE_BRANCH% {{ buildProject[1].GithubRepo }} {{ ClonedProjectRoot }}
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# Clone the external project repository into a specific directory. Notice that branch is also specified.
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- git clone --single-branch --branch %SAMPLE_BRANCH% {{ buildProject[1].GithubRepo }} {{ ClonedProjectRoot }}
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# Replace file: references in the manifest with latest released versions from Unity Package Vision API.
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# This replaces the need for maintaining separate release-manifest.json files in each project.
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- python Tools/CI/scripts/BuildAutomation/resolve_file_references.py --manifest-path C:/ClonedProject/{{ buildProject[1].manifestPath }}
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# Replace file: references in the manifest with latest released versions from Unity Package Vision API.
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# This replaces the need for maintaining separate release-manifest.json files in each project.
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- python Tools/CI/scripts/BuildAutomation/resolve_file_references.py --manifest-path C:/ClonedProject/{{ buildProject[1].manifestPath }}
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# Modify the external project's manifest to use the local N4E package from current branch on which this Yamato job is running. (requires python that should be preinstalled in the image)
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- python Tools/CI/scripts/BuildAutomation/manifest_update.py --manifest-path {{ ClonedProjectRoot }}/{{ buildProject[1].manifestPath }} --package-name {{ buildProject[1].localPackageName }} --local-package-path %YAMATO_SOURCE_DIR%/{{ buildProject[1].localPackagePath }}{% if buildProject[1].remove %} --remove-folder {{ buildProject[1].remove }}{% endif %} --cloned-project-root {{ ClonedProjectRoot }}
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# Modify the external project's manifest to use the local N4E package from current branch on which this Yamato job is running. (requires python that should be preinstalled in the image)
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- python Tools/CI/scripts/BuildAutomation/manifest_update.py --manifest-path {{ ClonedProjectRoot }}/{{ buildProject[1].manifestPath }} --package-name {{ buildProject[1].localPackageName }} --local-package-path %YAMATO_SOURCE_DIR%/{{ buildProject[1].localPackagePath }}{% if buildProject[1].remove %} --remove-folder {{ buildProject[1].remove }}{% endif %} --cloned-project-root {{ ClonedProjectRoot }}
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# Run python script to update ProjectSettings.asset in order to connect the project to Unity Services/set proper values.
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# Notice that if a project has this already set up then in theory we don't need to run this script.
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- python Tools/CI/scripts/BuildAutomation/connect_services.py --project-settings-path {{ ClonedProjectRoot }}/{{ buildProject[1].projectPath }}/ProjectSettings/ProjectSettings.asset
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# Run python script to update ProjectSettings.asset in order to connect the project to Unity Services/set proper values.
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# Notice that if a project has this already set up then in theory we don't need to run this script.
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- python Tools/CI/scripts/BuildAutomation/connect_services.py --project-settings-path {{ ClonedProjectRoot }}/{{ buildProject[1].projectPath }}/ProjectSettings/ProjectSettings.asset
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# Enable or disable Burst compilation. This step is specific to Netcode package (or any package that uses Burst)
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- IF "%BURST_ON_OFF%"=="on" (python Tools/CI/scripts/BuildAutomation/disable-enable-burst.py --enable-burst --project-path {{ ClonedProjectRoot }}/{{ buildProject[1].projectPath }})
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ELSE (python Tools/CI/scripts/BuildAutomation/disable-enable-burst.py --disable-burst --project-path {{ ClonedProjectRoot }}/{{ buildProject[1].projectPath }})
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# Enable or disable Burst compilation. This step is specific to Netcode package (or any package that uses Burst)
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- IF "%BURST_ON_OFF%"=="on" (python Tools/CI/scripts/BuildAutomation/disable-enable-burst.py --enable-burst --project-path {{ ClonedProjectRoot }}/{{ buildProject[1].projectPath }})
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ELSE (python Tools/CI/scripts/BuildAutomation/disable-enable-burst.py --disable-burst --project-path {{ ClonedProjectRoot }}/{{ buildProject[1].projectPath }})
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# Download the Unity Editor version specified in the UNITY_VERSION variable. Il2cpp component is downloaded only if the SCRIPTING_BACKEND_IL2CPP_MONO is set to "il2cpp".
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# TODO: we could download components only if needed
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- unity-downloader-cli --fast --wait -u %UNITY_VERSION% -p C:/TestingEditor -c Editor -c il2cpp -c Android -c macOS
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# Download the Unity Editor version specified in the UNITY_VERSION variable. Il2cpp component is downloaded only if the SCRIPTING_BACKEND_IL2CPP_MONO is set to "il2cpp".
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# TODO: we could download components only if needed
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- unity-downloader-cli --fast --wait -u %UNITY_VERSION% -p C:/TestingEditor -c Editor -c il2cpp -c Android -c macOS
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# Add BuilderScript.cs to the project so we can modify and build the project using Unity Editor.
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# This requires proper assembly definition in order for those scripts to compile properly.
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- python Tools/CI/scripts/BuildAutomation/setup_build_scripts.py --project-path {{ ClonedProjectRoot }}/{{ buildProject[1].projectPath }} --source-dir %YAMATO_SOURCE_DIR%
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# Add BuilderScript.cs to the project so we can modify and build the project using Unity Editor.
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# This requires proper assembly definition in order for those scripts to compile properly.
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- python Tools/CI/scripts/BuildAutomation/setup_build_scripts.py --project-path {{ ClonedProjectRoot }}/{{ buildProject[1].projectPath }} --source-dir %YAMATO_SOURCE_DIR%
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# Build the project using Unity Editor. This calls the appropriate static BuilderScripts method.
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- python Tools/CI/scripts/BuildAutomation/get_build_method.py --project-path {{ ClonedProjectRoot }}/{{ buildProject[1].projectPath }}
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# Build the project using Unity Editor. This calls the appropriate static BuilderScripts method.
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- python Tools/CI/scripts/BuildAutomation/get_build_method.py --project-path {{ ClonedProjectRoot }}/{{ buildProject[1].projectPath }}
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# Print manifest dependencies after Unity Editor has processed the manifest to verify package overrides.
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- python Tools/CI/scripts/BuildAutomation/print_manifest_info.py --manifest-path {{ ClonedProjectRoot }}/{{ buildProject[1].manifestPath }}
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# Print manifest dependencies after Unity Editor has processed the manifest to verify package overrides.
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- python Tools/CI/scripts/BuildAutomation/print_manifest_info.py --manifest-path {{ ClonedProjectRoot }}/{{ buildProject[1].manifestPath }}
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# Copy build artifacts to source directory for Yamato artifact collection.
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# TODO: This can be omitted if building directly in YAMATO_SOURCE_DIR instead of ClonedProjectRoot
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- python -c "import os, shutil; os.makedirs('./build', exist_ok=True); shutil.copytree('{{ ClonedProjectRoot }}/{{ buildProject[1].projectPath }}/build', './build', dirs_exist_ok=True)"
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# Copy build artifacts to source directory for Yamato artifact collection.
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# TODO: This can be omitted if building directly in YAMATO_SOURCE_DIR instead of ClonedProjectRoot
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- python -c "import os, shutil; os.makedirs('./build', exist_ok=True); shutil.copytree('{{ ClonedProjectRoot }}/{{ buildProject[1].projectPath }}/build', './build', dirs_exist_ok=True)"
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artifacts:
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logs:
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paths:
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- '*.log'
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- '*.xml'
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- artifacts/**/*
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players:
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paths:
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- build/**/*
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{% endfor -%}
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artifacts:
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logs:
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paths:
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- '*.log'
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- '*.xml'
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- artifacts/**/*
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players:
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paths:
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- build/**/*
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{% endfor -%}

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