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Release 1.1.2 — the default path works end to end
Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
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Claude Opus 5.5
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@@ -191,6 +191,13 @@ public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer
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**Replaces:** Old `CommandBuffer.Execute()` pattern.
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**This is URP's API.** `RecordRenderGraph` overrides URP's `ScriptableRenderPass`.
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HDRP custom passes are a separate API: a `CustomPass` subclass, run from a Custom
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Pass Volume, overrides `Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)`,
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`Execute(CustomPassContext ctx)` and `Cleanup()` (HDRP 17.3, *Create a Custom
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Pass in a C# script*:
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https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.3/manual/Custom-Pass-Scripting.html).
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---
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## Performance
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@@ -296,6 +303,40 @@ public IEnumerator Player_TakesDamage_HealthDecreases() {
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---
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## Command Line — Tests
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Documented (Unity Manual, *Run tests from the command line*; Test Framework
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command-line reference):
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`<Unity editor> -runTests -batchmode -projectPath <path> -testPlatform <platform> -testResults <file>`.
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`-batchmode` removes the need for user input. `-testPlatform` takes `EditMode`,
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`PlayMode` (Play Mode tests in the Editor) or a player platform; with no value,
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tests run in Edit Mode. `-testResults` defaults to the project root, and the
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file follows NUnit's XML format: the `<test-run>` element carries
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`testcasecount`, `result`, `passed` and `failed`, and each `<test-case>` a
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`fullname` and a `result` of `Passed`, `Failed`, `Inconclusive` or `Skipped`.
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Unity defines no common exit codes for test runs.
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Observed on Unity 6000.3.23f1 — not in the docs:
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- `-runTests` exits 0 when every test passes and 2 when one fails; 1 is a
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compile error (no results file is written), 3 a failed run, 4 an unknown
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`-testPlatform`. It exits by itself — no `-quit`.
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- Tests outside `Assets/` are never compiled: the run reports
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`testcasecount="0"`, `result="Passed"` and exits 0 — a false pass.
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- Without the `com.unity.test-framework` package, `-runTests` hangs rather
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than failing.
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- `Unity` on `PATH` may be Unity's separate CLI, not the editor; it rejects
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`-batchmode` and `-version` with exit 2. Name the editor executable by its
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full path.
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- `-batchmode -quit -projectPath . -logFile -` exits 1 on a compile error and
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0 when clean.
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Sources:
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- Run tests from the command line: https://docs.unity3d.com/6000.3/Documentation/Manual/test-framework/run-tests-from-command-line.html
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- Test Framework command-line arguments: https://docs.unity3d.com/Packages/com.unity.test-framework@1.4/manual/reference-command-line.html
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- NUnit test result XML format: https://docs.nunit.org/articles/nunit/technical-notes/usage/Test-Result-XML-Format.html
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---
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## Debugging
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### Use Logging Best Practices
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