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ci(audience): add Unity 2022.3.62f2 cells to PlayMode matrix (SDK-256)#718

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ImmutableJeffrey merged 4 commits intomainfrom
chore/sdk-256-unity2022-cells
Apr 30, 2026
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ci(audience): add Unity 2022.3.62f2 cells to PlayMode matrix (SDK-256)#718
ImmutableJeffrey merged 4 commits intomainfrom
chore/sdk-256-unity2022-cells

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@ImmutableJeffrey ImmutableJeffrey commented Apr 29, 2026

Summary

  • Adds 4 Unity 2022.3.62f2 cells (Win+Mac × IL2CPP+Mono2x) to the audience PlayMode matrix.
  • Broadens the FindFirstObjectByType<T>(FindObjectsInactive) cutoff in SampleAppLiveFireTests from #if UNITY_2023_1_OR_NEWER to #if UNITY_2022_2_OR_NEWER.
  • Removes com.unity.collab-proxy from the sample manifest.
  • Captures the Unity player log (~/Library/Logs/<Co>/<Prod>/Player.log on macOS, %USERPROFILE%\AppData\LocalLow\<Co>\<Prod>\Player.log on Windows) into artifacts/Player-*.log and adds it to the upload-artifact path: block.

Linear: SDK-256

@ImmutableJeffrey ImmutableJeffrey force-pushed the chore/sdk-256-unity2022-cells branch from 339ba8f to f293c47 Compare April 29, 2026 16:20
@ImmutableJeffrey ImmutableJeffrey marked this pull request as ready for review April 29, 2026 17:54
@ImmutableJeffrey ImmutableJeffrey requested review from a team as code owners April 29, 2026 17:54
Base automatically changed from chore/sdk-256-unity6-cells to main April 29, 2026 23:12
@ImmutableJeffrey ImmutableJeffrey force-pushed the chore/sdk-256-unity2022-cells branch 2 times, most recently from 5490fc1 to 7079b00 Compare April 30, 2026 00:02
…_2022_2_OR_NEWER (SDK-256)

`FindFirstObjectByType<T>(FindObjectsInactive)` is available from Unity 2022.2+, but the existing
cutoff at UNITY_2023_1_OR_NEWER sent Unity 2022.3 cells (added by this PR) down the
`FindObjectOfType<T>(bool)` else-branch. That overload is `[Obsolete]` from Unity 2023+ and emits
CS0618 — Unity 6's macOS log already showed the warning surfacing on the new-branch side under
Unity 6 even though the cutoff supposedly excluded it. Broadening to UNITY_2022_2_OR_NEWER lets
Unity 2022.2+ (including 2022.3 and Unity 6) take the new API; Unity 2021.3 still falls through to
the legacy overload.
…-256)

Adds 4 cells (Win+Mac × IL2CPP+Mono2x) on Unity 2022.3.62f2 / 7670c08855a9, completing the SDK-256
matrix expansion (4 → 12). Builds on the Unity 6 cells in the prior PR; same observability hooks
(annotation step + unity.log artifact) cover the new cells without further workflow changes.
… shutdown hypothesis (SDK-256)

PR 718's first cold-cache run on Win/IL2CPP/Unity 6 hung 60 min in Editor shutdown after tests
passed (39/39, 36s) and `Cleanup mono` fired. Two threads (0xF30, 0x83C) refused to abort.

The previous broader cleanup attempt (removed 5 packages: collab-proxy + textmeshpro + timeline +
ugui + visualscripting) caused a different failure: Win/IL2CPP/Unity 2021 IL2CPP build succeeded
but the player binary did not communicate with the Editor's test runner for 600s. macOS cells all
passed, so the failure is Windows-specific. Likely com.unity.ugui (or transitively a removed
package) is referenced by the Test Framework's PlayerWithTests scene template on Windows IL2CPP.

This commit narrows the change to just com.unity.collab-proxy. It is the strongest match for the
original Editor-shutdown hang because it loads Unity.PlasticSCM.Editor.dll +
Unity.CollabProxy.Editor.dll into the Editor (confirmed in the failing log), shipping a full Plastic
SCM Cloud Edition with CloudDrive, Workspaces, and CloudEdition modules. That is the same shape as
the Rider plugin already removed in PR 716 — Editor-only IPC plugin with worker threads that fire
DomainUnload and may not abort cleanly under Mono runtime shutdown on Windows.

The other four packages (textmeshpro, timeline, ugui, visualscripting) are kept. They are not
IDE-plugin-shaped (no IPC threads, no DomainUnload-style shutdown handlers). Cleaning them up is a
separate cosmetic change that should land in its own ticket once the SDK-256 matrix is empirically
green.
…osis (SDK-256)

PR 718's Win/Mono2x/Unity 2021 cell hit "Test execution timed out. No activity received from the
player in 600 seconds." despite the player binary building successfully and 11 of 12 sibling cells
passing on the same SDK code path. The editor unity.log shows the build completing and the editor
waiting, but cannot show whether the player binary launched, started, or crashed.

The Unity player writes its log separately from the editor:
- macOS: ~/Library/Logs/<Company>/<Product>/Player.log
- Windows: %USERPROFILE%\AppData\LocalLow\<Company>\<Product>\Player.log

Copy any Player.log files into artifacts/ after the PlayMode step (always runs, even on timeout)
and add the path to upload-artifact. Next failure of the player-no-activity pattern will produce a
log that distinguishes between (a) player crashed at startup, (b) player launched but its connection
back to the editor failed, (c) player never spawned at all. Each has a different remediation.

This is a diagnostic infrastructure improvement, not a workaround. The current state — failure with
no diagnostic data — cannot be root-caused remotely.
@ImmutableJeffrey ImmutableJeffrey force-pushed the chore/sdk-256-unity2022-cells branch from 7079b00 to f7dfaf0 Compare April 30, 2026 02:11
@ImmutableJeffrey ImmutableJeffrey merged commit 41ffc5b into main Apr 30, 2026
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@ImmutableJeffrey ImmutableJeffrey deleted the chore/sdk-256-unity2022-cells branch April 30, 2026 03:11
@github-actions github-actions Bot added the chore label Apr 30, 2026
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