UnityRenderStreaming/RenderStreaming~/Packages/manifest.json

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test: add tests to see if the HDRP sample can be imported properly (#111) * Add empty project for test * perform tests on renderstreaming samples in Yamato * Add a function to test importing HDRP sample * Add an empty scene file and TMPro package for the empty project * Fix bug: The import window didn't appear directly after importing HDRP package * Add all artifact * Try importing unity package during beforeAssemblyReload event * Only save the EmptyProjectForTest~ path in artifacts instead of all * Change the ordering of unlock * Try removing beforeAssemblyReload(), but we do ImportHDRPSample() after executing UnloadReloadAssemblies * Reusing beforeAssemblyReload() * Provide a function to force import the HDRP sample * Execute an additional method after the dummy test step to import the HDRP sample explicity * Add batchmode and quit to the command line arguments of exec_unity_method.cmd * Try using lock and unlock reload assemblies when forcing to import HDRP sample * Try using interactive=true in ForceImportSample() * fix: interactive mode didn't work as expected in batch mode * Try using AssetDatabase.Refresh() to force recompile * Change from the test results filename to use _ instead of _ * Do ImportAsset explicitly * Eliminate TestResults parameter from exec_unity_method. It's not a unit test, and therefore there won't be any test results. * Remove LockReloadAssemblies during ForceImportSample() * Use reflection to ImportPackageImmediately * Call SaveAssets() and update unitypackage (cherry picked from commit 7736ede2d1c8bd3c7036895c5e816a77ca648728) * Debugging ! And updating unitypackage (cherry picked from commit 21f597ebf12775f1a25e725a8c06bb683496b394) * Remove beforeAssemblyReload, and call import asset directly * Rely on the 2nd step to import the unitypackage and use importPackageCompleted on the second step. * non interactive when doing a force import * Ignore locally imported samples/code * Clean up RenderStreamingHDRPAutomator * Ignore imported assets and source code * Add a script to import unitypackage from command line * Deleting script to execute unity method. Not used * Updating the CI to use import_unity_package.cmd * Removing Debug.Log * Maintain upm-ci-test-renderstreaming-samples.yml - Add mac - Modify the name of the artificat - Remove the project artifact * Remove debug code * Updating HDRP unitypackage * Moving back to windows 10 latest * Remove mac
2019-08-15 13:27:19 +08:00
{
"dependencies": {
"com.unity.ide.rider": "3.0.24",
"com.unity.ide.visualstudio": "2.0.18",
"com.unity.ide.vscode": "1.2.5",
"com.unity.test-framework": "1.1.33",
"com.unity.testtools.codecoverage": "1.2.4",
"com.unity.ugui": "1.0.0",
"com.unity.xr.arcore": "5.0.6",
"com.unity.xr.arfoundation": "5.0.6",
"com.unity.xr.arkit": "5.0.6",
"com.unity.xr.management": "4.3.3",
"com.unity.modules.androidjni": "1.0.0",
test: add tests to see if the HDRP sample can be imported properly (#111) * Add empty project for test * perform tests on renderstreaming samples in Yamato * Add a function to test importing HDRP sample * Add an empty scene file and TMPro package for the empty project * Fix bug: The import window didn't appear directly after importing HDRP package * Add all artifact * Try importing unity package during beforeAssemblyReload event * Only save the EmptyProjectForTest~ path in artifacts instead of all * Change the ordering of unlock * Try removing beforeAssemblyReload(), but we do ImportHDRPSample() after executing UnloadReloadAssemblies * Reusing beforeAssemblyReload() * Provide a function to force import the HDRP sample * Execute an additional method after the dummy test step to import the HDRP sample explicity * Add batchmode and quit to the command line arguments of exec_unity_method.cmd * Try using lock and unlock reload assemblies when forcing to import HDRP sample * Try using interactive=true in ForceImportSample() * fix: interactive mode didn't work as expected in batch mode * Try using AssetDatabase.Refresh() to force recompile * Change from the test results filename to use _ instead of _ * Do ImportAsset explicitly * Eliminate TestResults parameter from exec_unity_method. It's not a unit test, and therefore there won't be any test results. * Remove LockReloadAssemblies during ForceImportSample() * Use reflection to ImportPackageImmediately * Call SaveAssets() and update unitypackage (cherry picked from commit 7736ede2d1c8bd3c7036895c5e816a77ca648728) * Debugging ! And updating unitypackage (cherry picked from commit 21f597ebf12775f1a25e725a8c06bb683496b394) * Remove beforeAssemblyReload, and call import asset directly * Rely on the 2nd step to import the unitypackage and use importPackageCompleted on the second step. * non interactive when doing a force import * Ignore locally imported samples/code * Clean up RenderStreamingHDRPAutomator * Ignore imported assets and source code * Add a script to import unitypackage from command line * Deleting script to execute unity method. Not used * Updating the CI to use import_unity_package.cmd * Removing Debug.Log * Maintain upm-ci-test-renderstreaming-samples.yml - Add mac - Modify the name of the artificat - Remove the project artifact * Remove debug code * Updating HDRP unitypackage * Moving back to windows 10 latest * Remove mac
2019-08-15 13:27:19 +08:00
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.screencapture": "1.0.0",
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.uielements": "1.0.0"
}
test: add tests to see if the HDRP sample can be imported properly (#111) * Add empty project for test * perform tests on renderstreaming samples in Yamato * Add a function to test importing HDRP sample * Add an empty scene file and TMPro package for the empty project * Fix bug: The import window didn't appear directly after importing HDRP package * Add all artifact * Try importing unity package during beforeAssemblyReload event * Only save the EmptyProjectForTest~ path in artifacts instead of all * Change the ordering of unlock * Try removing beforeAssemblyReload(), but we do ImportHDRPSample() after executing UnloadReloadAssemblies * Reusing beforeAssemblyReload() * Provide a function to force import the HDRP sample * Execute an additional method after the dummy test step to import the HDRP sample explicity * Add batchmode and quit to the command line arguments of exec_unity_method.cmd * Try using lock and unlock reload assemblies when forcing to import HDRP sample * Try using interactive=true in ForceImportSample() * fix: interactive mode didn't work as expected in batch mode * Try using AssetDatabase.Refresh() to force recompile * Change from the test results filename to use _ instead of _ * Do ImportAsset explicitly * Eliminate TestResults parameter from exec_unity_method. It's not a unit test, and therefore there won't be any test results. * Remove LockReloadAssemblies during ForceImportSample() * Use reflection to ImportPackageImmediately * Call SaveAssets() and update unitypackage (cherry picked from commit 7736ede2d1c8bd3c7036895c5e816a77ca648728) * Debugging ! And updating unitypackage (cherry picked from commit 21f597ebf12775f1a25e725a8c06bb683496b394) * Remove beforeAssemblyReload, and call import asset directly * Rely on the 2nd step to import the unitypackage and use importPackageCompleted on the second step. * non interactive when doing a force import * Ignore locally imported samples/code * Clean up RenderStreamingHDRPAutomator * Ignore imported assets and source code * Add a script to import unitypackage from command line * Deleting script to execute unity method. Not used * Updating the CI to use import_unity_package.cmd * Removing Debug.Log * Maintain upm-ci-test-renderstreaming-samples.yml - Add mac - Modify the name of the artificat - Remove the project artifact * Remove debug code * Updating HDRP unitypackage * Moving back to windows 10 latest * Remove mac
2019-08-15 13:27:19 +08:00
}