chore: attempted to change build path to see if CI fails
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@ -129,7 +129,7 @@ namespace Unity.DedicatedGameServerSample.Editor
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bool buildWindows = Menu.GetChecked(k_ServerWindowsToggleName);
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bool buildLinux = Menu.GetChecked(k_ServerLinuxToggleName);
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var buildPathRoot = Path.Combine("Builds", "Server");
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var buildPathRoot = Path.Combine(Application.dataPath, "..", "Builds", "Server");
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DeleteOutputFolder("Server/");
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@ -164,7 +164,7 @@ namespace Unity.DedicatedGameServerSample.Editor
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bool buildWindows = Menu.GetChecked(k_ClientWindowsToggleName);
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bool buildLinux = Menu.GetChecked(k_ClientLinuxToggleName);
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var buildPathRoot = Path.Combine("Builds", "Client");
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var buildPathRoot = Path.Combine(Application.dataPath, "..", "Builds", "Client");
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DeleteOutputFolder("Client/");
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@ -130,37 +130,36 @@ namespace Unity.DedicatedGameServerSample.Editor
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internal static void BuildServer(BuildTarget target, string locationPathName, bool exitApplicationOnFailure = false)
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{
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Debug.Log($"Building {target} server");
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Debug.Log($"Building {target} server in: {locationPathName}");
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EditorUserBuildSettings.SwitchActiveBuildTarget(NamedBuildTarget.Server, BuildTarget.StandaloneLinux64);
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//var report = BuildPipeline.BuildPlayer(new BuildPlayerOptions
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//{
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// scenes = GetScenePaths(),
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// locationPathName = locationPathName,
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// target = target,
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// subtarget = (int) StandaloneBuildSubtarget.Server,
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//});
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//if (exitApplicationOnFailure && report.summary.result != BuildResult.Succeeded)
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//{
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// EditorApplication.Exit(1);
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//}
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var report = BuildPipeline.BuildPlayer(new BuildPlayerOptions
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{
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scenes = GetScenePaths(),
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locationPathName = locationPathName,
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target = target,
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subtarget = (int)StandaloneBuildSubtarget.Server,
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});
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if (exitApplicationOnFailure && report.summary.result != BuildResult.Succeeded)
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{
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EditorApplication.Exit(1);
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}
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}
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internal static void BuildClient(BuildTarget target, string locationPathName, bool exitApplicationOnFailure = false)
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{
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Debug.Log($"Building {target} client");
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Debug.Log($"Building {target} client in: {locationPathName}");
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EditorUserBuildSettings.SwitchActiveBuildTarget(NamedBuildTarget.Standalone, target);
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//var report = BuildPipeline.BuildPlayer(new BuildPlayerOptions
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//{
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// scenes = GetScenePaths(),
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// locationPathName = locationPathName,
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// target = target,
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// subtarget = (int) StandaloneBuildSubtarget.Player,
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//});
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//if (exitApplicationOnFailure && report.summary.result != BuildResult.Succeeded)
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//{
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// EditorApplication.Exit(1);
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//}
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var report = BuildPipeline.BuildPlayer(new BuildPlayerOptions
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{
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scenes = GetScenePaths(),
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locationPathName = locationPathName,
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target = target,
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subtarget = (int)StandaloneBuildSubtarget.Player,
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});
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if (exitApplicationOnFailure && report.summary.result != BuildResult.Succeeded)
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{
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EditorApplication.Exit(1);
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}
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}
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static string[] GetScenePaths()
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