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Convert the existing coverage job to [Code Coverage] Package Test - NGO [ubuntu, trunk] and add [Code Coverage] Project Test - NGO testproject [ubuntu, trunk]. Wire Package Test into PR/nightly triggers and Project Test into the weekly run.
Codecov ReportAll modified and coverable lines are covered by tests ✅ @@ Coverage Diff @@
## develop-2.0.0 #4101 +/- ##
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+ Coverage 66.40% 73.87% +7.46%
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Files 163 172 +9
Lines 24999 28013 +3014
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+ Hits 16601 20695 +4094
+ Misses 8398 7318 -1080
Flags with carried forward coverage won't be shown. Click here to find out more. see 67 files with indirect coverage changes
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| # [Code Coverage] Package Test runs on PR changes (pr_code_changes_checks) and nightly (develop_nightly) | ||
| # [Code Coverage] Project Test runs on PR changes (pr_code_changes_checks) and nightly (develop_nightly) | ||
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| {% assign editor = "trunk" -%} |
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Do you mind using the pinnedTrunk variable we have in project.metafile?
Occasionally trunk breaks our tests so we have a pinned "safe" version for PRs. We update the pinned version fairly regularly. Our nightly and weekly tests run on actual trunk.
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Fixed in ce72070
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* chore: Adding a note about DontDestroyOnLoad usage for Networked scene objects (#4070) Docs correction * ci: Split code coverage into Package Test and Project Test jobs (#4101) * ci: Split code coverage into Package Test and Project Test jobs Convert the existing coverage job to [Code Coverage] Package Test - NGO [ubuntu, trunk] and add [Code Coverage] Project Test - NGO testproject [ubuntu, trunk]. Wire Package Test into PR/nightly triggers and Project Test into the weekly run. * ci: Run both coverage jobs on PR and nightly * ci: Use pinnedTrunk for PR coverage and drop package-test job * chore: Point CMB resources at new monorepo (#4106) * chore: Point CMB resources at new monorepo * fix: NetworkVariable change prior to ownership change using distributed authority topology fails to sync NetworkVariable (#4107) * fix This resolves the issue where in a distributed authority session changing a NetworkVariable prior to changing ownership in the same call-stack would result in the NetworkVariable not being synchronized. * fix - update Removing the additional authority check as it is not needed. Fixing a very edge case scenario that shouldn't happen but in the event it does when finding objects by type within a specific scene, if the scene is invalid then use an empty array for the found objects. * fix: spawn disabled in scene placed and network prefab registration (#4093) * fix - Issue where disabled in-scene placed NetworkObjects could not be spawned after starting a session. - Issue where users are allowed to spawn a NetworkObject with a GlobalObjectIdHash value of 0 (zero). * update NetworkAnimator not pointing to an animator within awake now just logs a warning as opposed to an error. * test Updating tests based on the fixes applied to this branch. A large portion is related to some integration tests trying to spawn NetworkObjects with a GlobalObjectIdHash value of zero(0). * update Style and providing internal write access to the prefabs list. * test Potentially last iteration on fixing/updating integration tests. * test - fix Using the fixed version of NetworkPrefabHandlerSpawnAndSynchronizeTests. Fixing some issues with prefab and handler creation. * style Fixing formatting issues. * style Fixing some standards formatting related issues. * style removing trailing spaces. * style Super weird one... but using ? as opposed to an if null check. * style Removing commented out code that is no longer needed/used. * update Committing suggested changes. Co-authored-by: Emma <emma.mcmillan@unity3d.com> * update Applying changes based on review discussion. * update Making adjustments based on review discussion. * style Removing field that is no longer valid. Moving Awake higher in NetworkObject as it has become wedged in the middle of the code. * update Adding change log entries. * update Inverting logic (oops) * doc Updating NetworkObject documentation and in-scene placed documentation. * Update documentation for the two types of NetworkObjects Clarified the categories of NetworkObjects and their requirements. Added details for dynamically instantiated and in-scene placed NetworkObjects. * style White spaces! * Apply suggestions from code review Co-authored-by: Amy Reeve <amy.reeve@unity3d.com> --------- Co-authored-by: Emma <emma.mcmillan@unity3d.com> Co-authored-by: Amy Reeve <amy.reeve@unity3d.com> * docs: Docs-wide link fixes and xref update (#4102) * Docs-wide link fixes and xref update * Typo in API docs * chore: Add NGO_EXCLUDE_HEAVY_TESTS define (#4114) Add NGO_EXCLUDE_HEAVY_TESTS --------- Co-authored-by: Nikos <nikos@unity3d.com> Co-authored-by: Emma <emma.mcmillan@unity3d.com> Co-authored-by: Noel Stephens <noel.stephens@unity3d.com> Co-authored-by: Amy Reeve <amy.reeve@unity3d.com> Co-authored-by: mnachury-unity <120488254+mnachury-unity@users.noreply.github.com>
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Purpose of this PR
Trigger wiring in _triggers.yml — both coverage jobs run together on:
(Neither job runs in the weekly trigger.)
Both jobs stay single-instance (Ubuntu, trunk) since coverage doesn't vary meaningfully across platforms/editors.
Jira ticket
TODO: link ticket (e.g. MTT-XXXX)
Changelog
Not applicable — CI-only change, no package/public-facing changes.
Documentation
Testing & QA (How your changes can be verified during release Playtest)
Rendered every .yamato/*.yml through a local Liquid renderer and verified:
Final verification is the Yamato jobs themselves running green on this PR.
Functional Testing
Manual testing :
Automated tests:
Does the change require QA team to:
Up-port
TODO: link the develop-3.0.0 up-port PR, or state if not needed (does the same code-coverage.yml structure exist on develop-3.0.0?).
Backports
TODO: link any backport PR (e.g. develop), or state if not needed.
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