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License Activation fixes and Github Annotations #590
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❗ Your organization needs to install the Codecov GitHub app to enable full functionality. Additional details and impacted files@@ Coverage Diff @@
## main #590 +/- ##
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Coverage 37.22% 37.22%
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Files 77 76 -1
Lines 3060 3054 -6
Branches 649 610 -39
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- Hits 1139 1137 -2
- Misses 1771 1917 +146
+ Partials 150 0 -150
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…e to request an example successful run. Remove 32bit windows build. Build on push to any branch
… for license activation error. Fix unity version test. Remove minification from android
…activation rate limiting. Mask partially redacted serial in addition to full serial
iOS build issue seems to be a Unity issue and not from the changes to the action |
- 2021.3.32f1 | ||
- 2022.3.13f1 | ||
- 2023.1.19f1 |
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I think this is fine for now, but I don't think it should be a goal to have these updated to the latest all the time, as there's value in having reference versions. Especially for long running issues.
-password "$UNITY_PASSWORD" \ | ||
-projectPath "/BlankProject" |
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Are you sure about this change? Does it work for all versions? We separated between the two methods because of necessity back then. A single flag can make a rigorous difference in the Unity command line and show entirely different behaviour at times.
If you're sure about this, I welcome the simplification :)
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Yea so the reason I switched to this is it seems that activating with serial likes having a real project path provided. I was getting some odd errors without it. I think when it was doing license file activation it didn't care since it was probably just moving the ulf to the right folder rather than actually spinning up Unity for the licensing client which is what happens now since manual ulf doesn't seem to work anymore unfortunately.
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nice work here 🙌
Changes
Related PRs
Checklist
code of conduct
in the documentation repo)