I would like the ability to run my own executeMethod instead of needing to use the one set by game-ci
I would also like to be-able to pass custom Env args through the console to the executeMethod
Examples:
Simple example is being able to pass an executeMethod and
-executeMethod MyNamespace.BatchMode.Build -buildType=development -version="1.2.3" -bn=123
This then in Unity would go to a build function where we can grab the command args to-do additional work. (Most common is inserting a BN or git hash for our QA to visually validate, buildtype for dev vs release, and sometimes triggering a build with specific scenes for specific debug testing)
namespace MyNamespace{
public class BatchMode{
Build(){
string[] args = Environment.GetCommandLineArgs();
}
}
That said, the proper way to do this is to make the executeMethod a parameter in the build job/command. We can do it in a similar fashion of the Builder Action: https://game.ci/docs/github/builder#buildmethod
Describe Request:
I would like the ability to run my own executeMethod instead of needing to use the one set by game-ci
I would also like to be-able to pass custom Env args through the console to the executeMethod
Examples:
Simple example is being able to pass an executeMethod and
-executeMethod MyNamespace.BatchMode.Build -buildType=development -version="1.2.3" -bn=123
This then in Unity would go to a build function where we can grab the command args to-do additional work. (Most common is inserting a BN or git hash for our QA to visually validate, buildtype for dev vs release, and sometimes triggering a build with specific scenes for specific debug testing)
Supporting Documentation Links:
From Eric Ribeiro on discord - link