Today, I'm going to demonstrate my developer workflow and architecture for my game, with Unity3D, GitHub, and Visual Studio. I've created a workflow that allows me to verify any change with a rich set of automated tests, and automatically load those changes into my Unity project, reducing the time to resolve bugs, and giving me confidence that my code is robust.
Architecture
At the top level, I have my Unity project (in green), a private project stored in GitHub. This has an attached .NET project, (named the default "Assembly-CSharp"), that references a .NET standard dependency "Battle.Logic", a public project in GitHub. Attached to the Battle.Logic project, is a unit test project that currently has ~97% code coverage - and leverages over 200 tests that run in just a few seconds - giving me almost instant feedback that the project is in good shape.
The bug
Let's look at the bug. I've been iterating on AI for a few weeks, but when this code runs in Unity, it fails with the error below. You'll note the error is in the Battle.Logic. Uh oh. How can I replicate this? Luckily we can do it in just a few minutes. You'll notice in the top right of the UI, I have a "Save JSON" button. What does this do? Let's press it and see:
The button serializes our game into a JSON file. In the console below we can see where it was saved on our laptop, and copying the file into our Battle.Logic test project, I can create an automated test to load the file, replicate the game state, and test it.
The code to do this is quite simple, I open the JSON file, add the correct line to replicate the issue we saw in our Unity file (run the AI). Look at the error in the bottom left of the tests- we get exactly the same error we saw in Unity. Hurray! Now we can troubleshoot and resolve the issue. In this situation, an object, (character "CoverState"), wasn't being initialized correctly. I resolve the issue, my test passes, and I can continue building my game.
Let's look at how we get this fix back into Unity. In GitHub, we open a new pull request with the fix. We have a couple other checks in here to confirm quality - with code coverage (Coverall) and code analysis (SonarCloud). Everything looks good, so we merge the Pull Request.
This triggers a new build on the main branch in GitHub, which when successful, publishes a new dll to a "release", with a unique version - in this case 0.9.2.
To get this into my Unity project, I wrote a simple script to download the files from the latest release, unblock them (thank you Windows, but I trust my files), and copy them to the right place in my Unity project
Opening up my Unity project, I can see in the files in the "Git Changes" box.
Running the same situation as before, I can see the issue is resolved - although I did find another bug - my character AI moved it to an unexpected position. Time to do this again, and write a more comprehensive test for this scenario!
Wrap up
Just a simple example, but I value my time, and developer productivity is everything. In just a few minutes, with some key enabling automation, I can troubleshoot and resolve an issue, create a test to prevent it from happening again, and get the change back into my Unity project in just a few minutes.