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How to run this plugin from the new Pipeline script in Jenkins v2? #8
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Seconded |
It seems like this plugin may be abandoned - no commits in 2 years. Without proper pipeline support it's not really very useful any more. |
I went full command line (sh/bat) instead. Works, but doesn't pipe the log file into the results like the plugin did. Ah, well |
Looks like efforts are being focused on https://github.com/DragonBox/u3d |
@JohannSig is it possible to get some of you bash commands as an example? I´m struggeling finding info on how to execute Buildscripts via pipeline build files |
@The-Arrival - It's been a while now, and I've basically moved us away from an all-in-one pipeline script to one that calls parameterized sub-tasks, like so:
.. where Compile Client is a Jenkins Task utilizing the Unity3D plugin. This introduced other complications at the time (possible executor deadlocks) but today I find this setup much cleaner and more appealing to the rest of the team than the groovy porridge I kept trying to force-feed them 8-) |
.. for the sake of complete info though, here are the arguments used by my "Invoke Unity3D Editor" build step when running my "Compile Client" build task:
.. where CommandLineHelper's humble purpose is to make Unity spit out new .csproj files:
I'm fairly sure you can copy these steps with ease if you need them. |
@JohannSig @The-Arrival If you want to redirect editor output to STDOUT, just specify empty |
@rysenko yup, it works for OSX and Linux. not for Windows though. |
Leaving a empty "-logfile" doesn't work now, the official document writes:
so you need to append a minus sign after "-logfile": |
As the title says - Would be good to see an example of how to run this plugin from the Pipeline script.
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