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John Schihada authoredJohn Schihada authored
DEPLOY.md 4.13 KiB
Deployment of new UFrameIT Releases
A Note on Versioning
We use semantic versioning. A version number looks like x.y.z
, no v
prefix.
Always release all of
- UFrameIT/UFrameIT (this repo)
- FrameIT/frameworld (the MMT archive)
- UFrameIT/archives (Git aggregation repo of MMT archives)
at the same time with the same version number.
Making a new UFrameIT Release
- Deploy prereleases on the UFrameIT/UFrameIT GitHub repo for all OS. See below how to do that.
- Let people test.
- Merge FrameIT/frameworld's devel branch into master and git-tag with
x.y.z
. - Update archive submodules in UFrameIT/archives and git-tag with
x.y.z
. - Git-tag UFrameIT/UFrameIT (this repo) with
x.y.z.
. - Publish prerelease from step 1.
- Write a news post on our website: https://github.com/UFrameIT/UFrameIT.github.io
Deploying Binaries for UFrameIT
Archive type
- For Linux, deploy
.tar.gz
files (-> smallest file size as compared to.zip
and.tar
) - For macOS, deploy
.dmg
files - For Windows, deploy
.zip
files (-> guaranteed compatibility among end users since Windows Explorer can open them)
Building Binaries (MultiBuild.bat can be used to do this automatically. MultiBuild.sh is maybe outdated and needs adjustments)
-
Make sure Support for all build target platforms is installed:
- Open Unity Hub -> Installs -> Choose Version -> Add Modules -> Check the following: Windows Build Support, Linux Build Support, Mac Build Support
-
Make sure to copy a suitable frameit-server.jar and a corresponding archives-folder into "Assets/StreamingAssets":
- For creating a frameit-server.jar with corresponding archives, follow https://github.com/UniFormal/MMT/tree/devel/src/frameit-mmt
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Make sure to build with the unity-version that's set as the default-version for the project
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Build Binaries (HINT: THE BUILD FOR macOS USUALLY ONLY WORKS IF IT'S BUILT FROM A MAC)
- Via Command Line: see MultiBuild.bat
- Via Unity-UI: File -> Build Settings... -> Choose "Target Platform" and "Architecture" -> Build
Building Archives
- For Windows: zip -r <TARGET-DIR>/UFrameIT-<version>-Windows.zip <SOURCE-DIR>
- For Linux: tar -zcvf UFrameIT-<version>-Linux.tar.gz <SOURCE-DIR>
- For macOS: Create a dmg-file from the .app-file (Only possible on macOS)
- mkdir UFrameIT-Image-Folder
- cp <UFrameIT-.app-file> UFrameIT-Image-Folder/<UFrameIT-.app-file>
- hdiutil create UFrameIT-<version>-Mac.dmg -volname "UFrameIT-<version>" -srcfolder UFrameIT-Image-Folder
- For adjusting the appearance of the dmg, the image from "Assets/Images/dmg_background.png" can be used
Hints for deployment
- The build for macOS usually only works if it's built from a Mac
- There was a Unity-Bug, where two different versions of Unity were pointing to the same Unity.exe. When you verify the version of the Unity.exe, with opening its details-panel, this version should match the version used for the build and the version that's set as the default-version for the Unity-Project. If that's not the case, this could lead to the following error on Linux: "Invalid serialized file version: .../FrameWorld_Data/globalgamemanagers. Expected version: 2019.4.0f1. Actual version: 2019.4.3f1"
- If the resulting binary does not work properly, please go through the player.log file (https://docs.unity3d.com/Manual/LogFiles.html)
- Linux: ~/.config/unity3d/CompanyName/ProductName/Player.log
- macOS: ~/Library/Logs/Company Name/Product Name/Player.log
- Windows: C:\Users\username\AppData\LocalLow\CompanyName\ProductName\Player.log
- For problems concerning the appearance of the game, please open the Unity-Project and adjust the Project-/Player-Settings: Edit -> Project Settings... -> Player -> Resolution and Presentation
- For changing the scenes that will be build please change the Build-Settings: File -> Build Settings... -> Scenes in Build