unity-build-matrix
Skill0 starsChanged 23 days agoMITView on GitHub
需要出 PC / Android / 小程序等多端构建产物并校验时使用:构建入口、产物自检清单、常见「产物在但跑不起来」的排查
In this repository12 other files it gives its agents.
- ai-output-verifySkill
- asset-import-pipelineSkill
- bug-diagnosis-chainSkill
- codex-rules-verifySkill
- config-table-pipelineSkill
- gameplay-breakdownSkill
- handoff-docSkill
- spec-card-authoringSkill
- unity-commandline-playtestSkill
- unity-editor-verifySkill
- unity-smoke-assertionsSkill
- visual-evidence-reviewSkill
The file
Files
多端构建与产物校验
何时触发
- 要给外部演示/投递/评审出一版可运行产物
- 改了影响构建的配置(场景列表、脚本后端、贴图压缩、包名)之后要重出
步骤
- 分端入口:PC / Android / 小程序各一个构建入口,共用同一套场景列表与版本号来源,避免三端版本不一致。
- 构建前自检:场景列表完整、无编译错误、缺失引用为空、包名/版本号已更新。
- 构建后立刻自检产物(重点,不是构建成功就完事):
- 产物大小与上一版对比(突增多半是误打包了源码/资源)
- 双击或安装后能进主菜单
- 进得了第一局,不是黑屏或闪退
- 关键设置生效(分辨率、窗口模式、画质档)
- 留证据:产物版本号 + 构建日志尾部 + 启动截图,三样一起存档。
- 失败分类:①构建报错(看编译日志)②构建成功但跑不起来(多为缺主场景、资源路径大小写、脚本裁剪)③能跑但行为不对(回到冒烟断言)。
验收
- 三端产物版本号一致
- 每端都能进主菜单 + 开局一局
- 产物大小异常已解释
- 构建日志与启动截图已存档
坑
- 资源路径大小写:Windows 不敏感、Android/小程序敏感,本地跑得动不代表端上跑得动。
- 脚本裁剪:反射调用/序列化字段被裁掉,编辑器里正常、产物里空引用。
- 只验证「构建成功」不验证「能启动」,是最常见的假交付。
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