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We use semantic versioning. A version number looks like `x.y.z`, no `v` prefix.
Always release all of
- [UFrameIT/UFrameIT](https://github.com/UFrameIT/UFrameIT) (this repo)
- [FrameIT/frameworld](https://gl.mathhub.info/FrameIT/frameworld) (the MMT archive)
- [UFrameIT/archives](https://github.com/UFrameIT/archives) (Git aggregation repo of MMT archives)
1. Deploy prereleases on the [UFrameIT/UFrameIT GitHub repo](https://github.com/UFrameIT/UFrameIT/releases) for all OS. See below how to do that.
2. Let people test.
3. Merge [FrameIT/frameworld](https://gl.mathhub.info/FrameIT/frameworld)'s devel branch into master and git-tag with `x.y.z`.
4. Update archive submodules in [UFrameIT/archives](https://github.com/UFrameIT/archives) and git-tag with `x.y.z`.
5. Git-tag [UFrameIT/UFrameIT](https://github.com/UFrameIT/UFrameIT) (this repo) with `x.y.z.`.
6. Publish prerelease from step 1.
7. Write a news post on our website: <https://github.com/UFrameIT/UFrameIT.github.io>
### Archive type
- For Linux and macOS, deploy `.tar.gz` files (-> smallest file size as compared to `.zip` and `.tar`).
- 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 MultiBuild.sh is maybe outdated and needs adjustments)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
- Make sure to build with the unity-version that's set as the default-version for the project
- 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: 1) Create a dmg-file from the .app-file (Only possible on macOS) 2) Build a tgz-file from that dmg
- mkdir UFrameIT-Image-Folder
- cp <UFrameIT-.app-file> UFrameIT-Image-Folder/<UFrameIT-.app-file>
- hdiutil create UFrameIT-Image.dmg -volname "UFrameIT Image" -srcfolder UFrameIT-Image-Folder
- tar -zcvf UFrameIT-<version>-Mac.tar.gz <SOURCE-DIR>
### Hints for deployment
- The build for macOS usually only works if it's built from a Mac
- 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