Rename builder folder to action folder (unity actions convention)
This commit is contained in:
101
action/steps/activate.sh
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101
action/steps/activate.sh
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#!/usr/bin/env bash
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if [[ -n "$UNITY_LICENSE" ]]; then
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#
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# PERSONAL LICENSE MODE
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#
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# This will activate Unity, using a license file
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#
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# Note that this is the ONLY WAY for PERSONAL LICENSES in 2020.
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# * See for more details: https://gitlab.com/gableroux/unity3d-gitlab-ci-example/issues/5#note_72815478
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#
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# The license file can be acquired using `webbertakken/request-manual-activation-file` action.
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echo "Requesting activation (personal license)"
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# Set the license file path
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FILE_PATH=UnityLicenseFile.ulf
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# Copy license file from Github variables
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echo "$UNITY_LICENSE" | tr -d '\r' > $FILE_PATH
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# Activate license
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ACTIVATION_OUTPUT=$(xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
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/opt/Unity/Editor/Unity \
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-batchmode \
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-nographics \
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-logFile /dev/stdout \
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-quit \
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-manualLicenseFile $FILE_PATH)
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# Store the exit code from the verify command
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UNITY_EXIT_CODE=$?
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# The exit code for personal activation is always 1;
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# Determine whether activation was successful.
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#
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# Successful output should include the following:
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#
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# "LICENSE SYSTEM [2020120 18:51:20] Next license update check is after 2019-11-25T18:23:38"
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#
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ACTIVATION_SUCCESSFUL=$(echo $ACTIVATION_OUTPUT | grep 'Next license update check is after' | wc -l)
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# Set exit code to 0 if activation was successful
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if [[ $ACTIVATION_SUCCESSFUL -eq 1 ]]; then
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UNITY_EXIT_CODE=0
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fi;
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# Remove license file
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rm -f $FILE_PATH
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elif [[ -n "$UNITY_SERIAL" && -n "$UNITY_EMAIL" && -n "$UNITY_PASSWORD" ]]; then
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#
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# PROFESSIONAL (SERIAL) LICENSE MODE
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#
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# This will activate unity, using the activating process.
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#
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# Note: This is the preferred way for PROFESSIONAL LICENSES.
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#
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echo "Requesting activation (professional license)"
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# Activate license
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xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
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/opt/Unity/Editor/Unity \
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-batchmode \
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-nographics \
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-logFile /dev/stdout \
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-quit \
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-serial "$UNITY_SERIAL" \
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-username "$UNITY_EMAIL" \
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-password "$UNITY_PASSWORD"
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# Store the exit code from the verify command
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UNITY_EXIT_CODE=$?
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else
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#
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# NO LICENSE ACTIVATION STRATEGY MATCHED
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#
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# This will exit since no activation strategies could be matched.
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#
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echo "License activation strategy could not be determined."
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echo ""
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echo "Visit https://github.com/webbertakken/unity-builder#usage for more"
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echo "details on how to set up one of the possible activation strategies."
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# Immediately exit as no UNITY_EXIT_CODE can be derrived.
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exit 1;
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fi
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#
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# Display information about the result
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#
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if [ $UNITY_EXIT_CODE -eq 0 ]; then
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# Activation was a success
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echo "Activation complete."
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else
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# Activation failed so exit with the code from the license verification step
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echo "Unclassified error occured while trying to activate license."
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echo "Exit code was: $UNITY_EXIT_CODE"
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exit $UNITY_EXIT_CODE
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fi
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134
action/steps/build.sh
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134
action/steps/build.sh
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#!/usr/bin/env bash
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#
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# Set project path
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#
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UNITY_PROJECT_PATH="$GITHUB_WORKSPACE/$PROJECT_PATH/"
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echo "Using project path \"$UNITY_PROJECT_PATH\"."
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#
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# Display the name for the build, doubles as the output name
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#
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echo "Using build name \"$BUILD_NAME\"."
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#
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# Display the build's target platform;
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#
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echo "Using build target \"$BUILD_TARGET\"."
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#
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# Display build path and file
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#
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echo "Using build path \"$BUILD_PATH\" to save file \"$BUILD_FILE\"."
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BUILD_PATH_FULL="$GITHUB_WORKSPACE/$BUILD_PATH"
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CUSTOM_BUILD_PATH="$BUILD_PATH_FULL/$BUILD_FILE"
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#
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# Set the build method, must reference one of:
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#
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# - <NamespaceName.ClassName.MethodName>
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# - <ClassName.MethodName>
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#
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# For example: `BuildCommand.PerformBuild`
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#
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# The method must be declared static and placed in project/Assets/Editor
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#
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if [ -z "$BUILD_METHOD" ]; then
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# User has not provided their own build command.
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#
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# Use the script from this action which builds the scenes that are enabled in
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# the project.
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#
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echo "Using built-in build method."
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# Create Editor directory if it does not exist
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mkdir -p "$UNITY_PROJECT_PATH/Assets/Editor/"
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# Copy the build script of Unity Builder action
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cp -r "/UnityBuilderAction/Assets/Editor" "$UNITY_PROJECT_PATH/Assets/Editor/"
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# Set the Build method to that of UnityBuilder Action
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BUILD_METHOD="UnityBuilderAction.Builder.BuildProject"
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# Verify recursive paths
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ls -Ralph "$UNITY_PROJECT_PATH/Assets/Editor/"
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#
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else
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# User has provided their own build method.
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# Assume they also bring their own script.
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#
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echo "Using build method \"$BUILD_METHOD\"."
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#
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fi
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#
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# Display custom parameters
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#
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echo "Using custom parameters \"$CUSTOM_PARAMETERS\"."
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# The build specification below may require Unity 2019.2.11f1 or later (not tested below).
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# Reference: https://docs.unity3d.com/2019.3/Documentation/Manual/CommandLineArguments.html
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#
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# Build info
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#
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echo ""
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echo "###########################"
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echo "# Current build dir #"
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echo "###########################"
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echo ""
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echo "Creating \"$BUILD_PATH_FULL\" if it does not exist."
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mkdir -p "$BUILD_PATH_FULL"
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ls -alh "$BUILD_PATH_FULL"
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echo ""
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echo "###########################"
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echo "# Project directory #"
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echo "###########################"
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echo ""
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ls -alh $UNITY_PROJECT_PATH
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echo ""
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echo "###########################"
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echo "# Building platform #"
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echo "###########################"
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echo ""
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xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
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/opt/Unity/Editor/Unity \
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-batchmode \
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-logfile /dev/stdout \
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-quit \
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-customBuildName "$BUILD_NAME" \
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-projectPath "$UNITY_PROJECT_PATH" \
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-buildTarget "$BUILD_TARGET" \
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-customBuildTarget "$BUILD_TARGET" \
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-customBuildPath "$CUSTOM_BUILD_PATH" \
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-executeMethod "$BUILD_METHOD" \
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"$CUSTOM_PARAMETERS"
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# Catch exit code
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BUILD_EXIT_CODE=$?
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# Display results
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if [ $BUILD_EXIT_CODE -eq 0 ]; then
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echo "Build succeeded";
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else
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echo "Build failed, with exit code $BUILD_EXIT_CODE";
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fi
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#
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# Results
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#
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echo ""
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echo "###########################"
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echo "# Build directory #"
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echo "###########################"
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echo ""
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ls -alh "$BUILD_PATH_FULL"
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16
action/steps/return_license.sh
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16
action/steps/return_license.sh
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@@ -0,0 +1,16 @@
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#!/usr/bin/env bash
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if [[ -n "$UNITY_SERIAL" ]]; then
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#
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# PROFESSIONAL (SERIAL) LICENSE MODE
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#
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# This will return the license that is currently in use.
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#
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xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
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/opt/Unity/Editor/Unity \
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-batchmode \
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-nographics \
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-logFile /dev/stdout \
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-quit \
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-returnlicense
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fi
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