in general, the idea is to build a project developed in Unity 3D via a pipeline so that we can analyze its code with SonarCloud.
The build of a Unity 3D application is first done via Unity itself, which creates a Visual Studio .sln. This in turn is used to create an App Package from the project.
To map this in Azure DevOps, we use the following extensions:
To build the pipeline, we used the following documentation:
The pipeline runs through successfully. SonarCloud also seems to work somehow. The problem, however, is that SonarCloud doesn’t seem to analyze any code. See screenshot:
Our pipeline.yaml file:
# This build pipeline is designed for ARM UWP projects, running Unity 2019.x or later, with MRTK Foundation # If using 2018.x or earlier: Change unity.installComponents to 'Windows, UWP_IL2CPP' # If not using MRTK Foundation: Change unity.executeMethod to your build method (We recommend basing off the one in MRTK Foundation) # If you want to build x86 UWP builds: In theory should just be able to change vs.appxPlatforms, but it's a TODO # This pipeline depends on secret variables that you must define within your Azure DevOps! # unity.username = <Your Unity account username / email> # unity.password = <Your Unity account password> # unity.serialkey = <The serial key for your Unity pro licence> # Without all three, this pipeline will fail to run! # Unity will be licensed, used, and then unlicensed during the unity and unitytests jobs in this pipeline. # A Pro license works on 2 machines, and in theory this pipeline will only use one licence at a time. # However, should there be unexpected errors and deactivation doesn't complete properly, you may need to log into your Unity account and deactivate all. # Variables predefined for this build process: variables: # If true, will run tests, otherwise skip them. If you do not have tests, set to false to increase build speed. runTests: false # The path to the folder which contains the Assets folder of the project. # If your Unity project is located in a subfolder of your repo, make sure it is reflected in this. unity.projectPath: '$(System.DefaultWorkingDirectory)/' # If you are using Unity 2019 or later, leave this alone! unity.installComponents: 'Windows, UWP' # If you are using Unity 2018 or earlier, comment out the above and uncomment below: # unity.installComponents: 'Windows, UWP_IL2CPP' # Explanation: In Unity 2019 and later, .NET scripting was removed. You no longer need to specify 'UWP_IL2CPP', it's now simply 'UWP'! # The build method of the Unity project. This assumes you have MRTK in your project, and uses its build script. # If you want to customize your build script, change the method name here: unity.executeMethod: 'Microsoft.MixedReality.Toolkit.Build.Editor.UnityPlayerBuildTools.StartCommandLineBuild' # Are we buolding an .appx for x86 or ARM? # TODO: Theoretically, could expect to use 'x86|ARM' to build for both HL1 and 2, but yet to get that to work. vs.appxPlatforms: 'ARM' # I would not expect you to have to change the rest of these unless you had a special reason: unity.targetBuild: 'WindowsStoreApps' unity.outputPath: '/Builds/WSAPlayer' unity.editorPath: '/Editor/Unity.exe' vs.packagePath: '/AppPackages' # This also needs to be passed to the install template, along with unity.projectPath unity.installFolder: 'C:/Program Files/Unity/Hub/Editor/' # What causes us to build? A push to master or a feature branch causes us to build... trigger: batch: true branches: include: - master - feature/* # Windows machine with Visual Studio 2019: pool: vmImage: 'windows-2019' # Two jobs in this pipeline: # - Build the Unity # - Run Unity tests # Note: The build job can be uncommented and broken up into two jobs, for when that makes sense. jobs: # Install Unity (from cache or download) then create Visual Studio project from Unity - job: unity timeoutInMinutes: 0 displayName: Unity Build variables: installCached: false # Try to ensure that we have the right secrets set up to continue, otherwise fail the job: condition: or( not(variables['unity.username']), not(variables['unity.password']), not(variables['unity.serialKey']) ) steps: # What version of Unity does the project say that it wants?: - task: UnityGetProjectVersionTask@1 name: unitygetprojectversion displayName: Calling UnityGetProjectVersionV1 from unity-azure-pipelines-tasks extension inputs: unityProjectPath: '$(unity.projectPath)' # TODO: This is the start of code that is repeated in other jobs, and ought to be done via a seperate file template. # Do we have that Unity installation cached? If so, install from cache: # (Note: The key is the hashed contents of the ProjectVersion.txt file) # What is this? See https://docs.microsoft.com/en-us/azure/devops/pipelines/caching/index?view=azure-devops - task: CacheBeta@0 displayName: Check if Unity installation is cached inputs: key: $(Agent.OS) | "$(unitygetprojectversion.projectVersion)" | "$(unity.installComponents)" path: "$(unity.installFolder)$(unitygetprojectversion.projectVersion)" cacheHitVar: installCached # Install the Unity setup module (if we aren't cached): - task: PowerShell@2 displayName: Install Unity condition: and(succeeded(), ne(variables['installCached'], true)) inputs: targetType: 'inline' script: | Install-Module -Name UnitySetup -AllowPrerelease -Force -AcceptLicense # Download and run the installer for Unity Components defined in unity.installComponents: - task: PowerShell@2 displayName: Installing Unity Components '$(unity.installComponents)' condition: and(succeeded(), ne(variables['installCached'], true)) inputs: targetType: 'inline' script: | Install-UnitySetupInstance -Installers (Find-UnitySetupInstaller -Version '$(unitygetprojectversion.projectVersion)' -Components $(unity.installComponents)) -Verbose # TODO: This is the end of code that is repeated in other jobs, and ought to be done via a seperate file template. # Activate the Unity license (In theory, should deactivate the licence after use!): - task: UnityActivateLicenseTask@1 displayName: Calling UnityActivateLicenseTask@1 from unity-azure-pipelines-tasks extension inputs: username: '$(unity.username)' password: '$(unity.password)' serial: '$(unity.serialkey)' unityEditorsPathMode: 'unityHub' unityProjectPath: '$(unity.projectPath)' # Build the project with Unity using the script defined in unity.executeMethod: - task: UnityBuildTask@3 displayName: Calling UnityBuildTask@3 from unity-azure-pipelines-tasks extension name: runbuild inputs: buildScriptType: existing scriptExecuteMethod: '$(unity.executeMethod)' buildTarget: '$(unity.targetBuild)' unityProjectPath: '$(unity.projectPath)' outputPath: '$(Build.BinariesDirectory)' # Publish the Solution folder: - task: PublishPipelineArtifact@0 displayName: 'Publish Pipeline Artifact' inputs: artifactName: 'sln' targetPath: '$(unity.projectPath)$(unity.outputPath)' - task: SonarCloudPrepare@1 inputs: SonarCloud: 'SonarCloud' organization: 'nameOfOurOrganization' scannerMode: 'MSBuild' projectKey: 'ourProjectKey' projectName: 'ourProjectName' extraProperties: | sonar.verbose=true # Find, download, and cache NuGet: - task: NuGetToolInstaller@1 displayName: 'Install NuGet' # Restore the NuGet packages for the solution: - task: NuGetCommand@2 displayName: 'NuGet restore' inputs: restoreSolution: '$(unity.projectPath)$(unity.outputPath)/*.sln' # Change to '$(unity.projectPath)$(unity.outputPath)/*.sln' to resume two jobs # Build the solution with Visual Studio to make an .appx: - task: MSBuild@1 displayName: 'Build solution' inputs: solution: '$(unity.projectPath)$(unity.outputPath)' # Change to '$(unity.projectPath)$(unity.outputPath)' to resume two jobs configuration: Release msbuildArguments: '/p:AppxBundle=Always /p:AppxBundlePlatforms="$(vs.appxPlatforms)" /p:PackageCertificatePassword="$(unity.CertificatePassword)"' # Publish the package (.appxbundle/.msixbundle) that we just built: - task: PublishPipelineArtifact@0 displayName: 'Publish Pipeline Artifact' inputs: artifactName: 'apppackages' targetPath: '$(unity.projectPath)$(unity.outputPath)$(vs.packagePath)' # Change to '$(unity.projectPath)$(unity.outputPath)$(vs.packagePath)' to resume two jobs - task: SonarCloudAnalyze@1 - task: SonarCloudPublish@1 inputs: pollingTimeoutSec: '300'
Our project properties (sonar-project.properties):
# must be unique in a given SonarQube instance sonar.projectKey=ourProjectKey # --- optional properties --- # defaults to project key #sonar.projectName=My project # defaults to 'not provided' #sonar.projectVersion=1.0 # Path is relative to the sonar-project.properties file. Defaults to . sonar.sources=Assets # Encoding of the source code. Default is default system encoding #sonar.sourceEncoding=UTF-8
→ The path points to the directory where all C# files are located.
In the logs I could find for example the following WARNING:
WARN: Property missing: ‘sonar.cs.analyzer.projectOutPaths’.
So far we have not been able to find a solution.
We would appreciate if you could help us.
Thank you very much in advance!