关于 ci-cd-automation
面向 Unity 和 Unreal 项目团队的 CI/CD 技能,涵盖流水线设计、自动化测试、构建优化、故障排查与部署策略。
主要功能
- 01Unity 和 Unreal 流水线指南
- 02流水线触发与验证阶段
- 03构建缓存与并行化
- 04自动化测试示例
- 05部署策略对比
适用场景
- 01搭建游戏构建流水线
- 02通过缓存缩短构建时间
- 03自动化项目测试
- 04选择部署策略
安装
复制下面的命令,在终端中运行。
$
npx skills add https:/ / github.com/ pluginagentmarketplace/ custom-plugin-game-developer --skill ci-cd-automation安装后在 Claude Code 中输入/ci-cd-automation确认已加载。
包含的文件
除 SKILL.md 外,安装时一起下载的参考资料和脚本。
assets/cicd_config.yamlreferences/CICD_GUIDE.mdscripts/cicd_helper.py详细介绍
CI/CD 自动化
流水线架构
┌─────────────────────────────────────────────────────────────┐
│ CI/CD PIPELINE STAGES │
├─────────────────────────────────────────────────────────────┤
│ TRIGGER: [Push] [PR] [Tag] [Schedule] [Manual] │
│ ↓ │
│ VALIDATE (< 5 min): │
│ Lint → Compile Check → Asset Validation │
│ ↓ │
│ TEST (10-30 min): │
│ Unit Tests → Integration → PlayMode Tests │
│ ↓ │
│ BUILD (Parallel): │
│ [Windows] [Linux] [macOS] [WebGL] [Android] [iOS] │
│ ↓ │
│ DEPLOY: │
│ [Dev auto] → [Staging gate] → [Prod approval] │
└─────────────────────────────────────────────────────────────┘
Unity 的 GitHub Actions
# ✅ Production-Ready: Unity CI/CD Pipeline
name: Unity Build Pipeline
on:
push:
branches: [main, develop]
pull_request:
branches: [main]
workflow_dispatch:
inputs:
buildType:
description: 'Build type'
required: true
default: 'development'
type: choice
options:
- development
- release
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
jobs:
test:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
with:
lfs: true
- uses: actions/cache@v3
with:
path: Library
key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
restore-keys: Library-
- uses: game-ci/unity-test-runner@v4
with:
testMode: all
artifactsPath: test-results
checkName: Test Results
- uses: actions/upload-artifact@v3
if: always()
with:
name: Test Results
path: test-results
build:
needs: test
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
targetPlatform:
- StandaloneWindows64
- StandaloneLinux64
- WebGL
steps:
- uses: actions/checkout@v4
with:
lfs: true
- uses: actions/cache@v3
with:
path: Library
key: Library-${{ matrix.targetPlatform }}-${{ hashFiles('Assets/**', 'Packages/**') }}
- uses: game-ci/unity-builder@v4
with:
targetPlatform: ${{ matrix.targetPlatform }}
versioning: Semantic
buildMethod: BuildScript.PerformBuild
- uses: actions/upload-artifact@v3
with:
name: Build-${{ matrix.targetPlatform }}
path: build/${{ matrix.targetPlatform }}
retention-days: 14
deploy-staging:
needs: build
if: github.ref == 'refs/heads/develop'
runs-on: ubuntu-latest
environment: staging
steps:
- uses: actions/download-artifact@v3
with:
name: Build-WebGL
path: build/
- name: Deploy to Staging
run: |
# Deploy to staging server
aws s3 sync build/ s3://game-staging-bucket/
Unreal Engine 流水线
# ✅ Production-Ready: Unreal CI/CD
name: Unreal Build Pipeline
on:
push:
branches: [main]
jobs:
build:
runs-on: [self-hosted, unreal]
steps:
- uses: actions/checkout@v4
with:
lfs: true
- name: Build Development
run: |
& "$env:UE_ROOT/Engine/Build/BatchFiles/RunUAT.bat" `
BuildCookRun `
-project="${{ github.workspace }}/MyGame.uproject" `
-platform=Win64 `
-clientconfig=Development `
-build -cook -stage -pak -archive `
-archivedirectory="${{ github.workspace }}/Build"
- uses: actions/upload-artifact@v3
with:
name: UnrealBuild-Win64
path: Build/
构建优化
BUILD TIME OPTIMIZATION:
┌─────────────────────────────────────────────────────────────┐
│ STRATEGY │ TIME SAVINGS │ EFFORT │
├────────────────────────┼──────────────┼───────────────────┤
│ Library caching │ 30-50% │ Low │
│ Parallel builds │ 40-60% │ Low │
│ Self-hosted runners │ 20-40% │ Medium │
│ Incremental builds │ 50-80% │ Medium │
│ Asset bundles split │ 30-50% │ High │
└─────────────────────────────────────────────────────────────┘
自动化测试
// ✅ Production-Ready: PlayMode Test
[TestFixture]
public class PlayerMovementTests
{
private GameObject _player;
private PlayerController _controller;
[UnitySetUp]
public IEnumerator SetUp()
{
var prefab = Resources.Load<GameObject>("Prefabs/Player");
_player = Object.Instantiate(prefab);
_controller = _player.GetComponent<PlayerController>();
yield return null;
}
[UnityTest]
public IEnumerator Player_MovesForward_WhenInputApplied()
{
var startPos = _player.transform.position;
_controller.SetInput(Vector2.up);
yield return new WaitForSeconds(0.5f);
Assert.Greater(_player.transform.position.z, startPos.z);
}
[UnityTearDown]
public IEnumerator TearDown()
{
Object.Destroy(_player);
yield return null;
}
}
🔧 故障排除
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Build times too long (>30 min) │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Enable Library folder caching │
│ → Use self-hosted runners with SSDs │
│ → Parallelize platform builds │
│ → Split large asset bundles │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Flaky tests causing failures │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Use test timeouts │
│ → Isolate tests properly │
│ → Add retry logic for network tests │
│ → Quarantine unstable tests │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Cache not restoring correctly │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Check cache key hash inputs │
│ → Verify cache path is correct │
│ → Use restore-keys for partial matches │
│ → Check cache size limits │
└─────────────────────────────────────────────────────────────┘
部署策略
| 策略 | 回滚时间 | 风险 | 最适用场景 |
|---|---|---|---|
| 蓝绿部署 | 即时 | 低 | Web 构建 |
| 金丝雀发布 | 数分钟 | 低 | 移动应用 |
| 滚动部署 | 数分钟 | 中 | 游戏服务端 |
| 一次性发布 | 数小时 | 高 | 主机平台发布 |
使用此技能:设置构建流水线、自动化测试或改进团队工作流时。
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