Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Changes to use artifacts from stevedore unity-internal #1290

Merged
merged 1 commit into from
May 7, 2020

Conversation

ashwinimurt
Copy link

  • Remove our custom 7z from Build.bee.cs and use the one that is already pulled down by bee.
  • No need to extract android NDK, bee extracts it automatically
  • Use unity-internal repo for other artifacts.

This removes use of stevedore testing, and hopefully prevents download failures.

@@ -124,10 +119,10 @@ private static void RegisterCommonNonWindowsArtifacts()
"autoconf-src/2.69_0e4ba7a0363c68ad08a7d138b228596aecdaea68e1d8b8eefc645e6ac8fc85c7.7z",
"public"));

Artifacts.Add("libgdiplus",
Artifacts.Add("libgdiplus-mac",
Copy link
Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I am not sure where this is used. I could not find this path being used in build.pl.

Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I think we used to copy it into the build.7z. Perhaps we don't bother anynmore?

@ashwinimurt ashwinimurt requested a review from joncham May 7, 2020 02:28
@ashwinimurt
Copy link
Author

Backported to 2020.1, 2019.3 & 2018.4

@ashwinimurt ashwinimurt merged commit 4487f30 into unity-master May 7, 2020
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
2 participants