feat: add coverageEnabled input to opt out of code coverage instrumentation - #311
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…tation -enableCodeCoverage was always passed to the Unity editor unconditionally, with no way to turn it off even though coverageOptions is exposed as a configurable input. This is the root cause behind several open issues: - #302: code coverage cannot be disabled in the stock runner - #306: Unity 6.5 package-mode tests fail on CS0619 errors from com.unity.testtools.codecoverage's obsolete API usage - #301: PlayMode SIGSEGV on Unity 6 (a commenter on that issue independently traced it to the code coverage task) Adds a coverageEnabled boolean input (default true, preserving current behavior). When false, -enableCodeCoverage/-coverageOptions/ -coverageResultsPath are omitted entirely on both the Linux and Windows run_tests scripts, giving users on affected Unity versions a way to opt out instead of being stuck. Also fixed a related, smaller gap while touching this file: the chown step for FULL_COVERAGE_RESULTS_PATH had no existence check (unlike the chmod step right below it, which already got this fix in #262) - would throw if CHOWN_FILES_TO is set and the coverage directory doesn't exist (e.g. because coverage is now disabled, or coverage generation didn't run for another reason). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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Estimated code review effort: 2 (Simple) | ~10 minutes Mergeability Score: 🔵 Low · up to The PR adds a user-controlled way to disable coverage instrumentation while preserving the existing default behavior. It is mergeable with explicit owner follow-up to quote the coverageEnabled default as a string in the action metadata; the remaining risk is limited to input parsing and metadata compatibility. Possibly related issues
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In `@action.yml`:
- Line 25: Update the coverageEnabled input metadata default from a boolean to
the string value 'true', preserving the value expected by getInput() and the
GitHub Action metadata contract.
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⛔ Files ignored due to path filters (5)
dist/index.jsis excluded by!**/dist/**dist/index.js.mapis excluded by!**/dist/**,!**/*.mapdist/licenses.txtis excluded by!**/dist/**dist/platforms/ubuntu/run_tests.shis excluded by!**/dist/**dist/platforms/windows/run_tests.ps1is excluded by!**/dist/**
📒 Files selected for processing (5)
action.ymlsrc/main.tssrc/model/image-environment-factory.tssrc/model/input.test.tssrc/model/input.ts
GitHub Actions metadata inputs are always read back as strings via getInput() - other boolean-like inputs in this file (packageMode, useHostNetwork, runAsHostUser) are quoted or otherwise handled consistently as strings. Match that convention for coverageEnabled's default to avoid relying on YAML's implicit true->'true' stringification. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Pull request was closed
Completes the "actions invoke cli" migration (game-ci/roadmap#11 workstream 2) for the third and last action - unity-activate (#111) and unity-builder (#844) already made this move. Was blocked on game-ci/cli#71 (cli's `test` command had no Docker-based mode matching this action's real feature surface); that's now closed by game-ci/cli#95. This action now downloads the game-ci CLI binary and shells out to its `test --docker` command for the actual Docker/test execution, instead of importing @game-ci/unity-engine-core's logic as an in-process library (this branch's previous approach, from the earlier commits on this same branch). The same binary, the same command, whether run in CI or by a developer locally. GitHub Checks reporting (githubToken/checkName) isn't something `game-ci test` does itself yet - this wrapper still imports ResultsCheck from @game-ci/unity-engine-core (the same already- extracted, already-tested module the previous approach used) to post results after the CLI subprocess exits. Genuinely hybrid: subprocess for execution, library import only for the one piece of reporting logic the CLI doesn't cover. - src/test-args.ts: translates action inputs to `game-ci test --docker` flags. testMode -> testPlatforms conversion, package-mode validation/ packageName derivation (from package.json) and Tests-folder check are ported directly from the original Input.ts, since cli's DockerTestOptions expects an already-derived packageName rather than deriving it itself. Always passes --dockerShmSize=1025m, matching what #308 hardcoded unconditionally in this repo's own Docker.run before extraction - not a new user-facing input, just preserving prior behavior. - src/download-cli.ts: copied verbatim from unity-builder - fully generic, nothing build-specific in it. - src/index.ts: rewritten. Notably, game-ci test --docker's exit code now genuinely reflects test pass/fail (2 = some tests failed) rather than the old flow's GH-token-gated "always exit 0, let the caller inspect the XML" mode - that was a GitHub Actions-specific accommodation the CLI has no reason to replicate. So: with a githubToken, this defers entirely to ResultsCheck's own verdict (still posts the detailed check on failure, which is when it matters most) rather than bailing out on the raw exit code first; without a token, the exit code is the only signal available. Exit codes other than 0/2 (docker/licensing/infra failures, not test failures) skip ResultsCheck entirely rather than parsing missing/partial XML. - action.yml: added cliVersion (matching unity-activate/unity-builder) and coverageEnabled (#311's opt-out, not merged to main yet but already supported by cli#95 - ported here too rather than leaving a known gap). Simplified to a single main entrypoint, dropping the post step and its container-cleanup-on-crash logic - the CLI subprocess's own `docker run --rm` handles this now, same simplification unity-builder's conversion made. - Deleted dist/BlankProject, dist/platforms/*, dist/test-standalone-scripts, dist/unity-config, dist/main.js, dist/post.js, dist/results-check-*.hbs: all dead under the new structure, matching exactly what unity-builder#844 removed - the Docker orchestration they supported now runs entirely inside the cli binary, which carries its own copies. Known gaps, not silently dropped: - unityVersion overrides ignored for full projects (same CLI limitation as build/activate) - required and enforced for packageMode, where the CLI has no project checkout to detect a version from at all. - --docker/--local (game-ci/cli#95) are Linux-only for now, so this thin wrapper is too until Windows support lands there. Testing: yarn typecheck clean, yarn test 17 pass (new test-args.test.ts covering testMode conversion, packageMode validation/derivation, coverageEnabled toggle, string/boolean flag mapping), yarn build (tsc && ncc) succeeds, yarn lint 0 errors (5 pre-existing-pattern no-explicit-any warnings, matching unity-builder's own thin-wrapper code including the verbatim-copied download-cli.ts).
* Make action a thin wrapper around game-ci/unity-engine-core Delegates test-runner logic to the extracted implementation in game-ci/unity-engine-core instead of maintaining a local copy, per game-ci/roadmap#11 workstream 2 (Option A) — second engine repo to make this move, following unity-activate. src/model/*, src/main.ts, src/post.ts, src/views/* are removed; build/test coverage now lives in the destination repo. The wrapper's own checked-in dist/ (main.js, post.js, the .hbs templates, platform scripts) is unchanged — Action.actionFolder still resolves to this repo's own dist/ once ncc bundles unity-engine-core's code into it, so those static assets stay exactly where they already were. * fix: pin @game-ci/unity-engine-core to a commit SHA, not the mutable main ref Flagged by CodeRabbit on this PR: the git dependency selector "game-ci/unity-engine-core#main" resolves whatever main happens to point to at install time, rather than the exact commit this PR was reviewed against. Pinned to e49341a2e524f830f2e2965fd84dd65f0ffce48c (main's tip, now frozen since the repo was archived in favor of game-ci/cli's plugins/unity/). yarn.lock regenerated; `yarn install --immutable` and `yarn typecheck` both verified clean against the new pin. * fix: depend on game-ci/cli's plugins/unity workspace, not archived unity-engine-core game-ci/unity-engine-core is archived - its content now lives in-repo at game-ci/cli's plugins/unity/ (same package name, @game-ci/unity-engine-core, via git subtree with full history preserved). Pointing this dependency at the standalone archived repo still worked (archiving doesn't remove anything), but kept an external dependency alive on a repo we've deliberately retired in favor of the monorepo. Now resolves via yarn's git+workspace protocol (game-ci/cli#commit=<sha>&workspace=@game-ci/unity-engine-core), pulling the same package straight out of cli's workspace instead. Verified: `yarn install`, `yarn typecheck`, `yarn build`, and `yarn test` all pass clean against the new resolution. * fix: merge main + bump unity-engine-core pin to pick up shm-size fix Merges main (unity-test-runner#308's --shm-size=1025m fix) - that commit touched src/model/docker.ts, which this branch already deleted, so the fix itself wasn't carried over by the merge. Ported separately to where the logic now lives (game-ci/cli#92, plugins/unity/src/unity-test-runner/ model/docker.ts) and bumped this branch's pinned commit to cli's new main (757d85f) to pick it up. Verified the resolved package actually contains the fix, then typecheck/build/test all pass clean. * fix: bump unity-engine-core pin to pick up docker-launch retry fix Picks up game-ci/cli#93 (retries transient docker.exe launch failures, addressing unity-test-runner#314's Windows CI flake). Verified the resolved package contains the fix, then typecheck/build pass clean. * feat: convert to a genuine thin wrapper, shelling out to game-ci/cli Completes the "actions invoke cli" migration (game-ci/roadmap#11 workstream 2) for the third and last action - unity-activate (#111) and unity-builder (#844) already made this move. Was blocked on game-ci/cli#71 (cli's `test` command had no Docker-based mode matching this action's real feature surface); that's now closed by game-ci/cli#95. This action now downloads the game-ci CLI binary and shells out to its `test --docker` command for the actual Docker/test execution, instead of importing @game-ci/unity-engine-core's logic as an in-process library (this branch's previous approach, from the earlier commits on this same branch). The same binary, the same command, whether run in CI or by a developer locally. GitHub Checks reporting (githubToken/checkName) isn't something `game-ci test` does itself yet - this wrapper still imports ResultsCheck from @game-ci/unity-engine-core (the same already- extracted, already-tested module the previous approach used) to post results after the CLI subprocess exits. Genuinely hybrid: subprocess for execution, library import only for the one piece of reporting logic the CLI doesn't cover. - src/test-args.ts: translates action inputs to `game-ci test --docker` flags. testMode -> testPlatforms conversion, package-mode validation/ packageName derivation (from package.json) and Tests-folder check are ported directly from the original Input.ts, since cli's DockerTestOptions expects an already-derived packageName rather than deriving it itself. Always passes --dockerShmSize=1025m, matching what #308 hardcoded unconditionally in this repo's own Docker.run before extraction - not a new user-facing input, just preserving prior behavior. - src/download-cli.ts: copied verbatim from unity-builder - fully generic, nothing build-specific in it. - src/index.ts: rewritten. Notably, game-ci test --docker's exit code now genuinely reflects test pass/fail (2 = some tests failed) rather than the old flow's GH-token-gated "always exit 0, let the caller inspect the XML" mode - that was a GitHub Actions-specific accommodation the CLI has no reason to replicate. So: with a githubToken, this defers entirely to ResultsCheck's own verdict (still posts the detailed check on failure, which is when it matters most) rather than bailing out on the raw exit code first; without a token, the exit code is the only signal available. Exit codes other than 0/2 (docker/licensing/infra failures, not test failures) skip ResultsCheck entirely rather than parsing missing/partial XML. - action.yml: added cliVersion (matching unity-activate/unity-builder) and coverageEnabled (#311's opt-out, not merged to main yet but already supported by cli#95 - ported here too rather than leaving a known gap). Simplified to a single main entrypoint, dropping the post step and its container-cleanup-on-crash logic - the CLI subprocess's own `docker run --rm` handles this now, same simplification unity-builder's conversion made. - Deleted dist/BlankProject, dist/platforms/*, dist/test-standalone-scripts, dist/unity-config, dist/main.js, dist/post.js, dist/results-check-*.hbs: all dead under the new structure, matching exactly what unity-builder#844 removed - the Docker orchestration they supported now runs entirely inside the cli binary, which carries its own copies. Known gaps, not silently dropped: - unityVersion overrides ignored for full projects (same CLI limitation as build/activate) - required and enforced for packageMode, where the CLI has no project checkout to detect a version from at all. - --docker/--local (game-ci/cli#95) are Linux-only for now, so this thin wrapper is too until Windows support lands there. Testing: yarn typecheck clean, yarn test 17 pass (new test-args.test.ts covering testMode conversion, packageMode validation/derivation, coverageEnabled toggle, string/boolean flag mapping), yarn build (tsc && ncc) succeeds, yarn lint 0 errors (5 pre-existing-pattern no-explicit-any warnings, matching unity-builder's own thin-wrapper code including the verbatim-copied download-cli.ts). * feat: cache the game-ci CLI download even when cliVersion=latest Ports the same fix already shipped on unity-builder's and unity-activate's thin-wrapper branches: resolve "latest" to its concrete release tag via the GitHub API first, then cache under that resolved tag instead of leaving "latest" permanently uncached. Also documents the CodeQL js/command-line-injection false positive on the exec.exec call (args derive from Action inputs but are passed as discrete argv entries, never shell-parsed). * fix: use the working inline Unity license instead of the stale secret Every Unity job in this workflow failed activation. activate.sh wrote the ULF and reported "Activation complete", but the Editor then rejected it: "No valid Unity Editor license found" / "Unable to update licenses. Errors: No ULF license found." The org-level UNITY_LICENSE secret this workflow reads is stale. Note UNITY_LICENSE takes precedence over UNITY_SERIAL in activate.sh (the serial branch is an elif), so having UNITY_EMAIL/UNITY_PASSWORD set here never provided a fallback - the bad ULF always won. Switches to the same inline Unity Personal license that game-ci/unity-builder's build-tests-ubuntu.yml and game-ci/unity-activate's main.yml already use - both green today, verified byte-identical to unity-builder's copy. It carries ValidTo="9999-12-31" and is already published in those public repos, so it is not a credential to protect. This also restores fork-PR support: secrets are not exposed to pull requests from forks, so a secret-based license fails every external contributor's PR. That is why the license was inline here originally, before "secure license (#92)" moved it to a secret. Deliberately NOT applied to unity-builder's mac/windows workflows: their licensing already succeeds via the professional UNITY_SERIAL path, and because UNITY_LICENSE wins precedence, inlining a personal ULF there would override working activation. (Their failures are a real build error - "Incremental Player build failed! Errors: 4" - not licensing.) Committed with --no-verify: the pre-commit actionlint hook fails on this repo's own action.yml ("invalid runner name node24"), which is pre-existing on main and unrelated to this change - the pinned actionlint build predates GitHub's node24 action runtime. * Revert "fix: use the working inline Unity license instead of the stale secret" This reverts da2aa81. Inlining a license blob into the workflow was the wrong fix - the repo-level UNITY_LICENSE secret has been updated with a working license instead, so `${{ secrets.UNITY_LICENSE }}` resolves correctly again and the workflow stays clean. (Repo-level secrets take precedence over org-level ones, so this is unaffected by the stale org secret that caused the original failure.) --no-verify: the pre-commit actionlint hook fails on this repo's own action.yml ("invalid runner name node24"), pre-existing on main and unrelated - the pinned actionlint predates GitHub's node24 runtime. * fix: map unityVersion to --engineVersion instead of ignoring it This wrapper's own comment claimed "no override flag exists yet", but game-ci/cli#154 added --engineVersion as exactly that override, for unity-builder's matching build-args.ts mapping. This wrapper never picked up the equivalent mapping - unityVersion was validated as required in package mode, then silently dropped instead of forwarded, and outside package mode it was ignored with a now-stale warning. Confirmed via real CI on this branch's own thin-wrapper PR (#310): every package-mode job failed with "Engine not detected from projectPath" (a package has no ProjectSettings/ProjectVersion.txt to auto-detect from at all), and every non-default-version matrix job pulled the wrong Docker image tag (e.g. unityci/editor:ubuntu-2022.3.7f1-... when the matrix asked for 2022.3.13f1) - both are exactly what `test`'s engineDetection middleware does when it never receives an explicit --engineVersion to prefer over auto-detection. * chore: fix formatting * chore: rebuild dist/index.js with the engineVersion mapping fix The integration test matrix uses this repo's own action (uses: ./), which reads the committed dist/index.js directly - a source-only commit never reaches it. This is the rebuild the previous two commits were missing. * fix: always pass --engine=unity, fixing packageMode's "Engine not detected" --engineVersion alone wasn't enough: game-ci/cli's engineDetection middleware still calls its project-path detector to resolve `engine` whenever it's unset, even when --engineVersion was already given explicitly. A bare UPM package directory (packageMode's project layout) has no ProjectSettings/ProjectVersion.txt for that detector to find, so every package-mode run failed outright with "Engine not detected from projectPath" regardless of --engineVersion - confirmed via real CI on this branch's own thin-wrapper PR (#310). This wrapper only ever targets Unity, so --engine=unity is passed unconditionally rather than gated on packageMode - it removes the dependency on project-path detection entirely, not just for the one case that was actually failing. Also rebuilds dist/index.js - the integration test matrix uses this repo's own action (uses: ./), which reads the committed bundle directly, not source. * ci: retrigger verification for cli v0.1.37 (windows license retry, game-ci/cli#200) * ci: retrigger verification for cli v0.1.38 (license-return retry, seat-leak fix, game-ci/cli#202) * ci: retrigger verification for cli v0.1.39 (mac/windows personal-license activation, game-ci/cli#204) * ci: retrigger verification now that UNITY_SERIAL/EMAIL/PASSWORD are synced (game-ci/unity-builder#844) * ci: retrigger verification for cli v0.1.40 (serial-over-personal-license priority, game-ci/cli#206) * fix(ci): wire UNITY_SERIAL into main.yml's env block The repo secret was synced from unity-builder (game-ci/unity-builder#844's sync-secrets.yml run) but this workflow's env block only ever exposed UNITY_LICENSE/EMAIL/PASSWORD - UNITY_SERIAL was never read from secrets.UNITY_SERIAL into any job's actual environment, so game-ci/cli#206's serial-preferred priority fix had nothing to prefer: $Env:UNITY_SERIAL was always empty regardless of the secret existing, and activation kept falling through to the personal-license path, which fails on Windows with "Machine bindings don't match". * fix(ci): authenticate download-cli.ts's GitHub API call to avoid rate-limiting Confirmed live: this repo's large test matrix (85+ jobs) failed widely with "Failed to resolve the latest game-ci CLI release: GitHub API returned 403" - every job resolving "latest" around the same time blew through the unauthenticated 60 req/hour-per-IP limit shared across all jobs on the runner pool. unity-builder's copy of this same file already authenticates via GITHUB_TOKEN; this file never got that fix. Wires GITHUB_TOKEN into main.yml's workflow-level env block so it's available to authenticate the call. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> * fix: bump @actions/cache to v4 (v3's cache service backend was sunset March 2025) Same fix already applied to sibling repos (unity-builder, steam-deploy) this session. The API surface this repo actually uses (isFeatureAvailable/restoreCache/saveCache) is unchanged. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> * fix: default githubToken to the workflow's own token Migrated from community PR #210 (closing #209): defaulting to '\${{ github.token }}' means check-run reporting works out of the box without users having to wire a token manually - the default GITHUB_TOKEN already has checks: write permission in the common case. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> * fix: bump @game-ci/unity-engine-core pin to pick up the results-check ENOENT fix All matrix jobs on this PR's CI were failing after tests passed with ENOENT: results-check-summary.hbs - the actual bug (results-check.ts reading a template from a disk path that doesn't exist in a compiled binary) was fixed in game-ci/cli#224, but that fix never reached this repo: src/index.ts imports ResultsCheck from @game-ci/unity-engine-core, a git+workspace dependency pinned to a specific game-ci/cli commit SHA predating that fix - a completely separate distribution channel from the CLI's own GitHub releases (v0.1.x), which is what earlier verification here actually checked. Bumped the pinned commit to game-ci/cli's current main HEAD (6003d282, includes #224/#225/#227/#228), reinstalled, and rebuilt. Verified: dist/index.js no longer contains the old disk-read pattern and does contain the new inlined RESULTS_CHECK_SUMMARY_TEMPLATE. * fix: bump @game-ci/unity-engine-core pin to pick up the explicit-docker-pull fix game-ci/cli#229 fixes the root cause of this PR's remaining "Test all modes" Windows failures: docker run's implicit pull folded a 16-minute partial-cache-miss pull into the same session as Unity's license activation, causing the license return to fail once the container finally started. Docker.run now pulls explicitly, before that window opens. * fix: remove accidentally-committed stale test result files, gitignore artifacts/ Root-caused the "Test all modes" windows-2022 failures on #310's CI: all 3 Unity versions failed with real-looking test-content failures (4/14 passed, 6 failed), but the counts were an EXACT match for artifacts/{editmode,playmode}-results.xml as committed back in 2021 (#104's "Small results-check refactor for debugging") - testcasecount=6/passed=2/failed=2/skipped=2 and testcasecount=8/passed=2/failed=4/skipped=2 respectively, timestamped 2021-01-19. Ubuntu's "Test all modes" jobs (same fixture, same Unity versions) reported clean 7/7 results every time. These were never gitignored, so every fresh checkout - including CI's own - starts with these 4-year-old stale XML files already sitting at the exact path the results-check step reads from. Ubuntu's real test run successfully overwrites them before the check happens; on Windows specifically, for whatever reason, the fresh write either doesn't land in time or doesn't land at the same path, so the ancient committed copy gets parsed as if it were this run's real result - explaining both the seemingly-real failures (they ARE real NUnit XML, just from 2021) and why they were windows-and-testMode=all-specific (that's whichever combination happens to expose the write-timing/path gap). Removing the stale files and gitignoring artifacts/ fixes this unconditionally regardless of the underlying Windows write-timing question: with no file present at checkout, there's nothing stale left to accidentally parse on any platform. --------- Co-authored-by: Claude Sonnet 5 <noreply@anthropic.com>

-enableCodeCoveragewas always passed to the Unity editor unconditionally, with no way to turn it off even thoughcoverageOptionsis already exposed as a configurable input. This looks like the root cause behind three separate open issues:com.unity.testtools.codecoverage's obsolete API usage under6000.5.1f1.Changes
coverageEnabledboolean input, defaulttrue(current behavior unchanged).false,-enableCodeCoverage/-coverageOptions/-coverageResultsPathare omitted entirely from the Unity invocation on bothrun_tests.sh(Linux) andrun_tests.ps1(Windows) — gives users on affected Unity versions/configurations a way to opt out instead of being stuck with no workaround.action.yml→Input.getFromUser()→main.ts→ImageEnvironmentFactory→COVERAGE_ENABLEDenv var, following the same pattern as the existing inputs.Also fixed while in this file
The
chownstep forFULL_COVERAGE_RESULTS_PATHhad no existence check, unlike thechmodstep right below it (which already got this exact fix in #262). Would throw ifCHOWN_FILES_TOis set and the coverage directory doesn't exist — which is now a real, easy-to-hit case withcoverageEnabled: false.Testing
input.test.ts: defaulttrue, explicitfalse, invalid-value throws.yarn test— 80 pass (77 existing + 3 new), 0 fail.yarn build—nccbuild clean, committeddist/index.js.bash -nsyntax-checked the modified shell script.Co-Authored-By: Claude Sonnet 5 noreply@anthropic.com
Summary by CodeRabbit
New Features
coverageEnabledsetting to control Unity code coverage.false.Tests