Repository navigation
development building and testing
Use the smallest check that covers the change, then run the broader gates before a release.
powershell -ExecutionPolicy Bypass -File .\Tools\Documentation\Validate-Wiki.ps1This checks public navigation coverage, relative Markdown links, literal repository paths, and README coverage for every example pack.
From the repository root:
dotnet run --project Tools/ModSchemaValidator -- .This scans repository example manifests, content documents, Tiled maps, and external JSON/TSJ tilesets. The first run may restore NuGet packages into Temp/NuGetPackages.
The catalog validator requires network access because it downloads and verifies release archives and previews:
dotnet run --project Tools/ModCatalogValidator -- . ModCatalog/catalog-v1.jsonUse Unity's Test Runner for local iteration. For a release-style batch run:
powershell -ExecutionPolicy Bypass -File .\Tools\Release\Invoke-UnityTestSuites.ps1 -Label localThe script runs EditMode and PlayMode suites, rejects missing output and zero-test runs, and writes results below TestResults/Release/local with logs below Logs/Release/local.
If Unity is not in the expected sibling directory, provide -UnityExe with the full path to Unity.exe. Batch tests require a valid Unity license.
The audit is read-only:
powershell -ExecutionPolicy Bypass -File .\Tools\Release\Invoke-ReleaseAudit.ps1It checks source cleanliness, generated files, Unity platform modules, test-suite presence, example discovery, stress-test content, catalog configuration, and licensing gates. A development worktree can legitimately fail the clean-source gate; release candidates cannot.
Assets/Editor/BuildReleasePlayers.cs exposes these Unity execute methods:
BuildReleasePlayers.BuildWindowsBuildReleasePlayers.BuildAndroidBuildReleasePlayers.BuildWebGLBuildReleasePlayers.BuildAll
Build one platform at a time during iteration. BuildAll is for a deliberate release build with all required Unity modules installed. Outputs go below Builds and are not source-controlled.
Example command-line shape:
& "C:\Path\To\Unity.exe" -batchmode -quit -projectPath "$PWD" -executeMethod BuildReleasePlayers.BuildWindows -logFile "Logs\windows-build.log"- Validate schemas and examples.
- Run complete EditMode and PlayMode suites.
- Run the read-only release audit from a clean candidate.
- Build Windows, Android, and WebGL from the same commit.
- Perform the platform and catalog matrix in the release verification runbook.
- Archive logs, test XML, build identity, and the source commit.
A successful compile is not a substitute for gameplay, save, platform, or licensing verification.
Published from Docs/Modding/Public. The repository documentation is the canonical source.
Captivity Reloaded wiki* Captivity Reloaded Wiki
- Getting started
- Core concepts
- Content types
- Authoring tools
-
Reference
- Example pack index
- Schema index
- Field-by-field API reference
- Public asset-slot catalog
- Core enemy asset slots
- Validation and errors
- Validation/error-code catalog
- Mod API changelog
- Migration guides
- Troubleshooting
- Glossary
- Defaults and compatibility
- Resource limits
- Mod-author test matrix
- Implementation status
- Mod API v1 release checklist
- Release verification runbook
- Release evidence template
- Licensing and redistribution
- Development