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# Contributing | ||
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We will gladly accept contributions from anyone! | ||
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Contributions don't just have to be code, contributions can be good [bug reports](https://github.com/Voltstro-Studios/UnityWebBrowser/issues), good [questions/feature requests](https://github.com/Voltstro-Studios/UnityWebBrowser/discussions), or even simple updates to our docs. | ||
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But, if you do wish to contribute code wise to project, please see the [dev docs](dev/dev-guide.md) for setting up the project. Pickup a feature request or bug report, do the required changes then submit a PR to the `master` branch for review. |
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# Branches | ||
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Quick info on our branching strategy. | ||
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## Master Branch | ||
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We use the `master` branch as our main development branch. If needed, branch of this while working on features. | ||
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## Release Branch | ||
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The `release` branch is where release builds will be created. It also where [VoltProjects](https://github.com/Voltstro/VoltProjects) generates the docs from. | ||
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`master` will be merged to here when a release is ready. See [publishing for more info](publishing.md). |
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# Publishing | ||
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This doc will cover the standard release process that UWB follows. | ||
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The steps are listed in order. | ||
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## Versioning | ||
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The UWB project follows semantic versioning. The general version number should be MAJOR.MINOR.PATCH. For preview builds, attach `-preview.x` to the end. | ||
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Engine packages have an additional version number attached as well. This version number is the version of the browser engine they are using (E.G: CEF engine has CEF's version attached, so might end up looking like `2.0.0-106.1.0`). | ||
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The packages and assemblies will need to have their version numbers bumped depending on what has been done to them. | ||
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## Changelog | ||
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The `CHANGELOG.md` file should generally be maintained as dev work is done, but most of the time it is not (because we are lazy), so fill out what has been done. This generally isn't too much of an issue if git commits are descriptive enough. | ||
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The date of the release should be attached next to the version number. | ||
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## Merge to Release Branch | ||
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A PR to the `release` branch should be created. Follow standard PR review process to potentially catch any last minute changes that need to be done. | ||
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## Release Build | ||
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Once merged to the `release` branch, wait for CI to complete build. The CI will output the different packages compiled as artifacts. Downloads the artifacts as they will need to be pushed. | ||
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## Push to VoltUPM | ||
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Use npm to push to VoltUPM. | ||
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> [!NOTE] | ||
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> Cloudflare does not allow uploads of 100MB or larger. Some packages are larger. Add VoltUPM's server ip to `/etc/hosts`, then push. Ensure VoltUPM's server firewall has whitelisted IP from where push will be done. | ||
## Git Tagging | ||
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Tag the commit in the `release` branch with the version number. Create GitHub release targeting this tag. |
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# Player Build | ||
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When creating a player build in Unity, UWB will automatically copy engine files from the native packages to the output folder. This is done using Unity's build pipeline postprocess feature, using the [IPostprocessBuildWithReport](https://docs.unity3d.com/2021.3/Documentation/ScriptReference/Build.IPostprocessBuildWithReport.html) interface. | ||
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## Paths | ||
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By default, the engines files will be placed in a certain directory in your build folder. The path changes slightly depending what platform you are building for. | ||
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|Platform |Path | | ||
|---------- |-------------------------------- | | ||
|Windows x64|`<Game>/<Game>_Data/UWB/` | | ||
|Linux x64 |`<Game>/<Game>_Data/UWB/` | | ||
|MacOS x64 |`<Game>.app/Contents/Frameworks/`| | ||
|MacOS arm64|`<Game>.app/Contents/Frameworks/`| | ||
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## MacOS | ||
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UWB does not provide signed builds of any of its engines. You will need to create the entitlements, sign and notarize the engine app. [Unity has some docs on signing](https://docs.unity3d.com/2021.3/Documentation/Manual/macos-building-notarization.html), a similar process should apply to signing the engine app. | ||
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## Disable | ||
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To disable UWB's built-in postprocessor, define `UWB_DISABLE_POSTPROCESSOR` in your project's player settings. | ||
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 | ||
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You may wish to do this if you have customized your engine's pathing, but you will need to copy the engine files from the packages your self |
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