Is your feature request related to a problem? Please describe.
Yes, several packages may be unusable as older versions of Unity fall out of compatibility.
Describe the solution you'd like
Upgrade to more Recent Unity Version
Additional context
could upgrade to 2021.3.4f1 since Shield Knight uses that
Development
[x] test variety of ingame features for validation
[x] run all the automated tests
[x] verify code coverage
[x] verify all menus work properly in editor
[x] verify minimap + health bar
[x] verify animations
[x] verify death
[x] verify item pickup and drop
[x] verify per push (building w/o export) CI working
[x] verify pull request (code coverage test runs) CI working
completion of test builds (building w/o export) and git guardian secrets check also reqd
thankfully doesn't run test builds again if already passed w/ that commit pushed
merging branch's CI is used to verify the commits
now takes almost twice as long as before
[x] fix only running tests w/ code coverage reqd to merge the branch
should be test builds, tests w/ code coverage, and git guardian check that're all reqd to merge branch
but only tests w/ code coverage is an option in the Branch Protection Rule
possibly bc test builds specified for every push but not any pull requests
was able to require all of these
had to name test build steps instead of just Test Build
Needs verification
[x] fix failing tests w/ coverage run
tried rerunning it manually
still failed
check versioning contained within tests yaml file
could possibly update actions?
also tried running it on current main
it passed, so something happened when upgrading the project
WaitTillSceneLoadedUsingEnums() fails bc the maximum number of allowed frames fails
on main:
912 frames waited for LOBBY to load.
136 frames waited for GAME_LOBBY to load.
529 frames waited for GAME to load.
could possibly enable debugger in CI pipeline since that was reqd for code coverage
[x] fix tests w/o coverage fail on merging branch
Code Optimization was introduced in Unity 2020.1; in Release mode the code is optimized and therefore not directly represented by the original code. Therefore, Debug mode is required in order to obtain accurate code coverage information.
so, need to add -debugCodeOptimization as a custom param to the test runner
but why would this cause a non-code coverage test to fail in the same fashion as the code coverage tests
must change CI files on the branch to test their running on the branch code
Tried incring max frames to wait tween scene loading to 20,000 instead of 5,000
main menu to lobby loaded successfully, but both other tests still timed out
incr'd max frames for scene loading to 200,000
47290 frames waited for GAME_LOBBY to load.
[ ] setup codecov to upload the code coverage reports to
Is your feature request related to a problem? Please describe.
Describe the solution you'd like
Additional context
Development
[x] test variety of ingame features for validation
[x] verify per push (building w/o export) CI working
[x] verify pull request (code coverage test runs) CI working
[x] fix only running tests w/ code coverage reqd to merge the branch
[x] fix failing tests w/ coverage run
[x] fix tests w/o coverage fail on merging branch
[ ] setup codecov to upload the code coverage reports to