chore: scaffold Unity Android project and verification commands

This commit is contained in:
NINI
2026-10-05 00:22:20 +09:00
parent e2dc8f90fb
commit fdd219660b
84 changed files with 6794 additions and 0 deletions
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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
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{
"name": "MagnetismHeroes.Editor",
"rootNamespace": "MagnetismHeroes.Editor",
"references": ["MagnetismHeroes.Core", "MagnetismHeroes.UnityRuntime", "Unity.InputSystem", "Unity.ugui", "Unity.TextMeshPro", "Unity.RenderPipelines.Universal.Runtime"],
"includePlatforms": ["Editor"]
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using System.Linq;
using UnityEditor;
using UnityEditor.PackageManager;
using UnityEditor.PackageManager.Requests;
using UnityEngine;
namespace MagnetismHeroes.Editor
{
public static class PackageInstaller
{
private static AddAndRemoveRequest _request;
private static double _deadline;
public static void Install()
{
var installed = UnityEditor.PackageManager.PackageInfo.GetAllRegisteredPackages().Select(p => p.name).ToArray();
var remove = new[] { "com.unity.ai.navigation", "com.unity.collab-proxy", "com.unity.visualscripting", "com.unity.timeline", "com.unity.ide.rider" }
.Where(id => installed.Contains(id)).ToArray();
_request = Client.AddAndRemove(
new[] { "com.unity.inputsystem@1.20.0", "com.unity.render-pipelines.universal@17.6.0", "com.unity.test-framework@1.8.0", "com.unity.ugui@2.6.0" },
remove);
_deadline = EditorApplication.timeSinceStartup + 600;
EditorApplication.update += Poll;
}
private static void Poll()
{
if (!_request.IsCompleted && EditorApplication.timeSinceStartup < _deadline) return;
EditorApplication.update -= Poll;
if (_request.Status == StatusCode.Success)
{
Debug.Log("[Packages] " + string.Join(", ", _request.Result.Select(p => p.name + "@" + p.version)));
EditorApplication.Exit(0);
}
else
{
Debug.LogError("[Packages] " + (_request.Error?.message ?? "Resolution timed out."));
EditorApplication.Exit(1);
}
}
}
}
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using System;
using System.IO;
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.Rendering;
namespace MagnetismHeroes.Editor
{
public static class ProjectBootstrap
{
public const string MainScenePath = "Assets/MagnetismHeroes/Scenes/Main.unity";
public static void Prepare()
{
foreach (string path in new[] {
"Assets/MagnetismHeroes/UnityRuntime/Interaction", "Assets/MagnetismHeroes/UnityRuntime/Presentation",
"Assets/MagnetismHeroes/UnityRuntime/StageAssets", "Assets/MagnetismHeroes/UnityRuntime/Persistence",
"Assets/MagnetismHeroes/UnityRuntime/Bootstrap", "Assets/MagnetismHeroes/Scenes",
"Assets/MagnetismHeroes/Tests/EditMode/Core" }) Directory.CreateDirectory(path);
AssetDatabase.Refresh();
PlayerSettings.companyName = "MagnetismHeroes";
PlayerSettings.productName = "MagnetismHeroes";
PlayerSettings.SetApplicationIdentifier(UnityEditor.Build.NamedBuildTarget.Android, "com.magnetismheroes.game");
PlayerSettings.defaultInterfaceOrientation = UIOrientation.LandscapeLeft;
PlayerSettings.Android.minSdkVersion = AndroidSdkVersions.AndroidApiLevel26;
PlayerSettings.Android.targetSdkVersion = AndroidSdkVersions.AndroidApiLevelAuto;
PlayerSettings.Android.forceInternetPermission = false;
PlayerSettings.runInBackground = false;
PlayerSettings.colorSpace = ColorSpace.Linear;
var mobilePipeline = AssetDatabase.LoadAssetAtPath<RenderPipelineAsset>("Assets/Settings/Mobile_RPAsset.asset");
if (mobilePipeline == null) throw new InvalidOperationException("Mobile URP asset missing.");
GraphicsSettings.defaultRenderPipeline = mobilePipeline;
QualitySettings.renderPipeline = mobilePipeline;
if (!File.Exists(MainScenePath))
{
var scene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
EditorSceneManager.SaveScene(scene, MainScenePath);
}
EditorBuildSettings.scenes = new[] { new EditorBuildSettingsScene(MainScenePath, true) };
AssetDatabase.DeleteAsset("Assets/TutorialInfo");
AssetDatabase.DeleteAsset("Assets/Readme.asset");
AssetDatabase.DeleteAsset("Assets/Scenes");
AssetDatabase.SaveAssets();
Debug.Log("[Scaffold] Unity project prepared.");
}
public static void BuildAndroid()
{
string apkPath = Environment.GetEnvironmentVariable("MAGNETISM_APK_PATH");
if (string.IsNullOrEmpty(apkPath)) throw new InvalidOperationException("MAGNETISM_APK_PATH is required.");
EditorUserBuildSettings.buildAppBundle = false;
BuildReport report = BuildPipeline.BuildPlayer(new BuildPlayerOptions {
scenes = new[] { MainScenePath }, locationPathName = apkPath,
target = BuildTarget.Android, options = BuildOptions.Development
});
Debug.Log($"[AndroidBuild] {report.summary.result}: {report.summary.totalSize} bytes, {report.summary.totalErrors} errors.");
if (report.summary.result != BuildResult.Succeeded) throw new InvalidOperationException("Android build did not succeed.");
}
}
}
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# MagnetismHeroes
5~7세가 자석 구 하나를 1로 삼아 직접 모으고 세고 합체·분리하는 한국어 3D 퍼즐 게임입니다. Android 가로 화면과 오프라인 플레이를 대상으로 개발합니다. 현재 프로젝트 초기 준비가 완료되었으며 게임 기능은 구현 중입니다.
Unity Hub에서 이 폴더를 Unity 6000.6.3f1로 엽니다. 시작 장면은 `Assets/MagnetismHeroes/Scenes/Main.unity`입니다. 수학 규칙은 Unity를 참조하지 않는 Core에, 입력·화면·저장 연결은 UnityRuntime에 둡니다.
사용 패키지는 URP 17.6.0, Input System 1.20.0, uGUI·TextMeshPro 2.6.0, Test Framework 1.8.0입니다. 정확한 의존 버전은 Packages의 잠금 파일에 기록합니다.
검사 명령은 다음과 같습니다. 검사 대상이 없거나 실행되지 않으면 실패로 보고하며, 결과는 `artifacts/verification`에 기록합니다. Android 단계는 해당 기능 구현 후 사용할 수 있습니다.
```powershell
pwsh -NoProfile -File tools/verify.ps1 -Phase EditMode -Milestone FirstSlice
pwsh -NoProfile -File tools/verify.ps1 -Phase PlayMode -Milestone FirstSlice
pwsh -NoProfile -File tools/verify.ps1 -Phase AndroidBuild -Milestone FirstSlice
pwsh -NoProfile -File tools/verify.ps1 -Phase AndroidSmoke -Milestone FirstSlice
```
전체 최종 검사는 `-Milestone Final`로 실행합니다. APK·검사 로그·Unity 캐시는 소스 관리 대상에서 제외합니다. 효과음·음악은 [요청 목록](docs/audio-requests.md)에 따라 사용자 선택 후 추가합니다.
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# 효과음·음악 선택 요청
효과음과 음악은 사용자가 선택한다. 아래는 선택·편집을 위한 요청 목록이며 아직 채택한 최종 음원은 없다. 같은 파일을 여러 행동에서 재사용할 수 있다. 음성은 별도로 로컬 Qwen3-TTS에서 제작한다.
| ID | 용도·느낌 | 권장 길이 | 반복 |
|---|---|---|---|
| sfx_pickup | 자석 친구를 집을 때 말랑한 반응 | 0.1~0.3초 | 없음 |
| sfx_count | 숫자 음성을 가리지 않는 작은 톡 | 0.1~0.2초 | 없음 |
| sfx_ui | 버튼의 조용한 클릭 | 0.1~0.2초 | 없음 |
| sfx_success | 짧고 따뜻한 축하 | 1~2초 | 없음 |
| sfx_merge | 자석이 붙는 착 소리 | 0.2~0.5초 | 없음 |
| sfx_split_select | 구 선택·해제의 작은 반응 | 0.1~0.2초 | 없음 |
| sfx_split | 연결이 풀리는 톡 소리 | 0.2~0.5초 | 없음 |
| sfx_encourage | 다시 시도하도록 돕는 부드러운 반응 | 0.2~0.5초 | 없음 |
| sfx_spawn_return | 자유 놀이에서 꺼내기·반납 | 0.2~0.4초 | 없음 |
| sfx_hint | 도움 대상에 주의를 끄는 소리 | 0.2~0.5초 | 없음 |
| music_play | 가사·긴장감 없이 장난감 놀이에 어울리는 음악 | 60~120초 | 자연스럽게 반복 |
| music_menu | 같은 음악의 조용한 편집본도 가능 | 30~60초 | 자연스럽게 반복 |
첫 퍼즐은 pickup/count/ui/success를 먼저 연결한다. 다른 효과음과 음악은 기능 확장 때 연결한다. 선택을 기다리는 동안 임시 소리·무음으로 기능을 검사하며 최종 음원 완료로 기록하지 않는다.
파일 또는 후보의 출처 링크와 사용 조건을 함께 받는다. 선택한 원본은 SourceAssets/Audio에 보관하고 편집본만 Unity에 연결한다. 초기 전달 형식은 음성·효과음 WAV PCM16 mono 44.1kHz, 음악 WAV PCM16 stereo 44.1kHz다. 원본이 다른 형식이어도 사용할 수 있다. 승인 없는 구매는 수행하지 않는다.
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param(
[Parameter(Mandatory)][ValidateSet('EditMode','PlayMode','AndroidBuild','AndroidSmoke')][string]$Phase,
[ValidateSet('FirstSlice','Composition','Persistence','Content','Final')][string]$Milestone = 'Final'
)
$ErrorActionPreference = 'Stop'
$projectRoot = Split-Path $PSScriptRoot -Parent
Set-Location -LiteralPath $projectRoot
$evidenceDir = Join-Path $projectRoot "artifacts/verification/$Milestone"
New-Item -ItemType Directory -Path $evidenceDir -Force | Out-Null
$phaseName = $Phase.ToLowerInvariant()
$logPath = Join-Path $evidenceDir "$phaseName.log"
$record = [ordered]@{
phase = $Phase; milestone = $Milestone; startedUtc = [DateTime]::UtcNow.ToString('o')
sourceCommit = (& git rev-parse HEAD); sourceDirty = [bool](& git status --porcelain)
command = $null; exitCode = $null; status = 'not-run'; log = $logPath
}
try {
$record.editor = (Get-Content 'ProjectSettings/ProjectVersion.txt' | Select-String '^m_EditorVersion:').ToString().Split(':',2)[1].Trim()
$record.packages = (Get-Content 'Packages/manifest.json' -Raw | ConvertFrom-Json).dependencies
$apkPath = Join-Path $projectRoot "artifacts/android/$Milestone/MagnetismHeroes.apk"
if ($Phase -in @('EditMode','PlayMode')) {
$xmlPath = Join-Path $evidenceDir "$phaseName.xml"
if (Test-Path -LiteralPath $xmlPath) { Remove-Item -LiteralPath $xmlPath }
$cliArgs = @('test', $projectRoot, '--mode', $Phase, '--output', $xmlPath, '--timeout', '900', '--', '-logFile', $logPath)
$record.command = 'unity ' + (($cliArgs | ForEach-Object { '"' + $_ + '"' }) -join ' ')
& unity @cliArgs
$record.exitCode = $LASTEXITCODE
if ($LASTEXITCODE -ne 0) { throw "Unity $Phase exited $LASTEXITCODE. See $logPath" }
if (!(Test-Path -LiteralPath $xmlPath)) { throw 'Unity did not write a test report.' }
[xml]$report = Get-Content -LiteralPath $xmlPath -Raw
$cases = @($report.SelectNodes('//test-case'))
$record.total = $cases.Count
$record.passed = @($cases | Where-Object { $_.result -eq 'Passed' }).Count
$record.failed = @($cases | Where-Object { $_.result -eq 'Failed' }).Count
$record.notPassed = $record.total - $record.passed
if ($record.total -eq 0 -or $record.notPassed -ne 0) { throw "Test report contains $($record.total) tests and $($record.notPassed) non-passing cases." }
} elseif ($Phase -eq 'AndroidBuild') {
New-Item -ItemType Directory -Path (Split-Path $apkPath -Parent) -Force | Out-Null
if (Test-Path -LiteralPath $apkPath) { Remove-Item -LiteralPath $apkPath }
$env:MAGNETISM_APK_PATH = $apkPath
$cliArgs = @('run', $projectRoot, '--timeout', '1800', '--log-file', $logPath, '--no-tail', '--', '-buildTarget', 'Android', '-executeMethod', 'MagnetismHeroes.Editor.ProjectBootstrap.BuildAndroid')
$record.command = 'unity ' + (($cliArgs | ForEach-Object { '"' + $_ + '"' }) -join ' ')
& unity @cliArgs
$record.exitCode = $LASTEXITCODE
if ($LASTEXITCODE -ne 0 -or !(Test-Path -LiteralPath $apkPath)) { throw 'Android build failed or produced no APK.' }
$record.apk = $apkPath
$record.apkSha256 = (Get-FileHash -LiteralPath $apkPath -Algorithm SHA256).Hash
if ($Milestone -eq 'Final') {
Copy-Item -LiteralPath $apkPath -Destination (Join-Path $projectRoot 'artifacts/android/MagnetismHeroes.apk')
}
} else {
$smokeScript = Join-Path $PSScriptRoot 'android/smoke.ps1'
if (!(Test-Path -LiteralPath $smokeScript)) { throw 'Android smoke verification has not been implemented yet.' }
$record.command = "pwsh -NoProfile -File tools/android/smoke.ps1 -ApkPath $apkPath -Milestone $Milestone -EvidenceDir $evidenceDir"
& pwsh -NoProfile -File $smokeScript -ApkPath $apkPath -Milestone $Milestone -EvidenceDir $evidenceDir
$record.exitCode = $LASTEXITCODE
if ($LASTEXITCODE -ne 0) { throw "Android smoke verification exited $LASTEXITCODE." }
}
$record.status = 'passed'
} catch {
$record.status = 'failed'
$record.error = $_.Exception.Message
Write-Host $record.error -ForegroundColor Red
} finally {
$record.finishedUtc = [DateTime]::UtcNow.ToString('o')
$record | ConvertTo-Json -Depth 8 | Set-Content -LiteralPath (Join-Path $evidenceDir "$phaseName-evidence.json") -Encoding utf8
}
if ($record.status -ne 'passed') { exit 1 }
Write-Host "$Phase / $Milestone passed. Evidence: $evidenceDir"
exit 0