feat: personal (free) license activation via the Unity licensing client - #246
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Unity removed offline/manual activation for Personal licenses:
license.unity3d.com/manual now redirects to /new and reports that offline
activation is Enterprise/Industry only. A .ulf can no longer be obtained on a
free seat at all, which breaks GameCI's entire free-tier story - the `file`
strategy in activate.sh was the only path free-tier users had.
Add a `personal` strategy that acquires a seat straight from Unity's licensing
service:
Unity.Licensing.Client --activate-all --include-personal \
--username "$UNITY_EMAIL" --password "$UNITY_PASSWORD"
Note this is the licensing client, not the editor - `unity-editor -serial
-username -password` is the serial path, which Unity documents as not applying
to Personal.
A Personal seat stays consumed until returned, unlike a .ulf, so the return
matters as much as the activation:
- return_license.{sh,ps1} gain a matching --return-ulf branch. They had none,
because a license file was never a seat.
- runsteps.sh arms an EXIT trap (try/finally on Windows, and in mac's
entrypoint.sh) so the seat comes back when the build hard-exits or the job is
cancelled. Returning only on the happy path leaks a seat, and a leaked seat
breaks every later run on the account, not just the one that leaked it.
- New `game-ci return-license` command, the counterpart `activate` never had,
to release a seat left held by ACTIVATE_ONLY.
Strategy selection moves into one resolved UNITY_LICENSING_METHOD value
(--unityLicensingMethod, default auto) so the scripts branch on one thing
instead of re-deriving it from six env vars in six places. `personal` sits last
in the auto order, below floating: license-server users commonly set
unityEmail/unityPassword too, and checking personal earlier would silently
steal those runs away from their server. The only configuration whose behaviour
changes is email+password with nothing else, which today exits 1 with "License
activation strategy could not be determined".
Also fixed, all in the paths this touches:
- No secret redaction existed anywhere in src/. Docker.run logged the full
`docker run` line - including --env UNITY_PASSWORD="..." - at -vv, and
System.run logged the command and its output verbatim. That was survivable
when a serial was the credential; under personal activation the account
password is the credential, and free-tier users are the group most likely to
paste a verbose log into a bug report.
- options.unityLicenseFile was read by environment.ts but never declared as an
option, so UNITY_LICENSE_FILE was always dropped and the documented flag
silently did nothing on every platform.
- Multiline env values are passed as bare `--env NAME`, relying on the docker
client inheriting from process.env - which never happened when the value came
from `--unityLicense <path>` and was read off disk by the coercer, so
UNITY_LICENSE arrived empty in the container.
- The .alf rejection told users to "activate your license file first", which is
now unfollowable on a free seat.
Tested with scripts/test-licensing-steps.sh, a new CI step that runs the real
step scripts against a stub licensing client - covering the argv for each
strategy, the precedence order, seat-exhaustion vs 2FA failure reporting, and
that the seat is returned when the build hard-exits. Behaviour that lives in
bash, so no TypeScript test can reach it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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📝 WalkthroughWalkthroughChangesUnity licensing flow
Estimated code review effort: 4 (Complex) | ~45 minutes Merge Risk: 🟠 High · up to Credentials can still appear in verbose or streamed logs, and license-return operations can fail or skip returning a seat. These issues should be fixed before merge. Sequence Diagram(s)sequenceDiagram
participant CLI
participant ReturnLicenseCommand
participant PlatformSetup
participant Docker
participant UnityLicensingClient
CLI->>ReturnLicenseCommand: execute(return-license options)
ReturnLicenseCommand->>PlatformSetup: setup(returnLicenseOnly=true)
ReturnLicenseCommand->>Docker: run(returnLicenseOnly=true)
Docker->>UnityLicensingClient: return active license
UnityLicensingClient-->>Docker: return status
Docker-->>CLI: command result
🚥 Pre-merge checks | ✅ 4 | ❌ 1❌ Failed checks (1 warning)
✅ Passed checks (4 passed)
Full details: Docstring CoverageExplanation Docstring coverage is 57.14% which is insufficient. The required threshold is 80.00%. Docstring coverage is scoped to functions touched by this diff. Analyzed 7 functions across 20 files. (1 skipped: 1 unsupported.) ✨ Finishing Touches 💡 1📝 Generate docstrings 💡
🧪 Generate unit tests (beta)
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main now embeds dist/ into the compiled binary (d7cf478), so adding licensing_method.sh and resolve_unity_path.sh to dist/platforms left the committed src/generated/embedded-assets.ts stale and failed the new "Verify embedded assets are up to date" check. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Routing activation through a single centrally-resolved strategy looked equivalent but was not. Comparing the new resolver against the original inline conditions across all 64 combinations of the six licensing env vars turned up two real regressions and a large class of latent ones. The four activate scripts have never agreed on precedence. ubuntu, mac and windows/steps check file -> serial -> floating; the windows *container* script checks file -> floating -> serial. So UNITY_SERIAL together with UNITY_LICENSING_SERVER selects serial on three platforms and floating on the fourth, and any single central order silently changes activation for some existing setup somewhere. A Windows container build with both configured would have switched from its license server to its serial. The return side was worse. The original return_license scripts keyed their branches off the raw env vars rather than off the activation strategy, so a .ulf run with UNITY_SERIAL also set still issued a serial return. Dispatching the return on the activation strategy silently skipped it for 33 combinations on ubuntu/mac and 48 on the windows container set. A return that stops happening is a leaked seat, and a leaked seat degrades every later run on the account rather than just the one that leaked it - the exact failure this PR exists to prevent. So: - resolveLicensingMethod no longer auto-detects. It forwards UNITY_LICENSING_METHOD only when --unityLicensingMethod was set explicitly, and forwards nothing on `auto`, leaving each script its own unchanged chain. - Each platform's licensing_method helper reproduces that platform's original chain condition for condition, including the windows container's floating-before-serial order and its serial catch-all. `personal` is appended as a new terminal branch only. - A new Get-UnityLicenseReturnStrategy / resolve_unity_license_return_strategy keeps the return's original raw-env conditions verbatim, with `personal` checked first - which cannot shadow them, since in auto mode personal requires no serial, no license file and no server. Net effect across all 64 combinations, on every script: 6 deltas, all of them the same single combination - UNITY_EMAIL + UNITY_PASSWORD with nothing else, which previously exited 1 with "License activation strategy could not be determined" and now activates a Personal seat. Nothing else moves. scripts/test-licensing-steps.sh gains that exhaustive matrix as a permanent guard: all 64 combinations must keep their original strategy, and exactly one may newly resolve to personal. Spot checks would not have caught this. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Actionable comments posted: 7
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Inline comments:
In `@scripts/test-licensing-steps.sh`:
- Around line 63-65: Update run_step to also unset RETURN_LICENSE_ONLY and
ACTIVATE_ONLY alongside the existing licensing variables before applying the
explicit case environment, ensuring cleanup cases always execute their intended
runsteps.sh path.
In `@src/cli.ts`:
- Line 192: Update the finalParse and loadConfig parsing flow so
SecretRedaction.registerFromOptions runs before any logging of parsed options or
cliOptions, including parse-time log sinks; alternatively remove raw
option-object logging. Ensure CLI, environment, and configuration secrets are
redacted before they can reach verbose logs.
In `@src/command/return-license/return-license-command.ts`:
- Line 44: Update MacBuilder.run to support a return-only execution mode that
skips UnityBuildValidation.validateBuild when no build output is expected, while
preserving validation for normal builds. Pass this mode from the return-license
command at the existing MacBuilder.run invocation.
- Line 33: Update the returnLicenseOptions construction in the return-license
command to explicitly set activateOnly to false while retaining
returnLicenseOnly: true, ensuring return-only execution is not short-circuited
by ACTIVATE_ONLY. Add a test covering command execution when the caller provides
activateOnly: true.
In `@src/model/image-environment-factory.ts`:
- Around line 34-36: Update the environment handling around the parameter loop
so values, including multiline license values, are passed through the Docker
child-process environment without mutating process.env or retaining values
between invocations. Ensure each call uses its own parameter values and add a
regression test invoking the factory twice with different license values to
verify the second Docker invocation receives the newer value.
In `@src/model/system/system.ts`:
- Line 114: Update the output handling around SecretRedaction.redact so
runResult.output is redacted before any truncation; then use the full redacted
output for verbose mode and truncate that redacted value for non-verbose mode.
- Around line 112-114: Update the subprocess streaming path in System.run and
Docker.run so stdout and stderr are passed through SecretRedaction before being
written to CI logs, while keeping runResult output unredacted. Preserve
sufficient chunk-boundary context when redacting streamed data so secrets split
across chunks are still detected.
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⛔ Files ignored due to path filters (19)
dist/platforms/mac/entrypoint.shis excluded by!**/dist/**dist/platforms/mac/steps/activate.shis excluded by!**/dist/**dist/platforms/mac/steps/licensing_method.shis excluded by!**/dist/**dist/platforms/mac/steps/resolve_unity_path.shis excluded by!**/dist/**dist/platforms/mac/steps/return_license.shis excluded by!**/dist/**dist/platforms/ubuntu/steps/activate.shis excluded by!**/dist/**dist/platforms/ubuntu/steps/licensing_method.shis excluded by!**/dist/**dist/platforms/ubuntu/steps/resolve_unity_path.shis excluded by!**/dist/**dist/platforms/ubuntu/steps/return_license.shis excluded by!**/dist/**dist/platforms/ubuntu/steps/runsteps.shis excluded by!**/dist/**dist/platforms/windows/activate.ps1is excluded by!**/dist/**dist/platforms/windows/entrypoint.ps1is excluded by!**/dist/**dist/platforms/windows/licensing_method.ps1is excluded by!**/dist/**dist/platforms/windows/return_license.ps1is excluded by!**/dist/**dist/platforms/windows/steps/activate.ps1is excluded by!**/dist/**dist/platforms/windows/steps/licensing_method.ps1is excluded by!**/dist/**dist/platforms/windows/steps/return_license.ps1is excluded by!**/dist/**dist/platforms/windows/steps/runsteps.ps1is excluded by!**/dist/**src/generated/embedded-assets.tsis excluded by!**/generated/**
📒 Files selected for processing (21)
.github/workflows/tests.ymlscripts/test-licensing-steps.shsrc/cli-commands.tssrc/cli.tssrc/command-options/unity-options.test.tssrc/command-options/unity-options.tssrc/command/return-license/return-license-command.test.tssrc/command/return-license/return-license-command.tssrc/logic/unity/environment.test.tssrc/logic/unity/environment.tssrc/logic/unity/license/licensing-method.test.tssrc/logic/unity/license/licensing-method.tssrc/model/docker.tssrc/model/image-environment-factory.tssrc/model/secret-redaction.test.tssrc/model/secret-redaction.tssrc/model/system/system.tssrc/model/unity/license/unity-license.test.tssrc/model/unity/license/unity-licensing-method.tssrc/model/unity/license/unity-licensing-methods.tssrc/plugin/builtin/unity-plugin.ts
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Six of the seven review findings were valid against the current code.
Redaction was bypassed by the first thing that logs. finalParse() hands the
entire options bag - unityPassword included - to log.info("parsed:", ...), and
loadConfig logs the config file's cliOptions, both before registerFromOptions
ran. Worse, those call sites log *objects*, so per-call-site redaction could
never have covered them. Redaction now happens in the logger's formatArgs,
the single point where every argument has been flattened to a string, and
registration moved into finalParse and loadConfig so it precedes their own
logging. SecretRedaction drops its dependencies.ts import to keep the logger
free of an import cycle.
Also, on macOS both `activate` and `return-license` failed *after* doing their
work: MacBuilder.run always calls UnityBuildValidation.validateBuild, which
throws unless the output contains "Build succeeded!" or a "# Build results #"
section. Neither command produces build output. Now skipped for activate-only
and return-only runs - this fixes `activate` on macOS too, which had the same
latent bug before this PR.
The multiline env fix no longer mutates process.env. Writing the value there
only when unset meant a second invocation with a different license silently
reused the first one's value. The values are now collected per call by
ImageEnvironmentFactory.getInheritedEnvVars and handed to the docker client
through System.run's existing env option.
Smaller ones: System.run redacts before truncating (truncating first can cut a
secret in half, leaving an unmatchable prefix in the log); ReturnLicenseCommand
clears activateOnly rather than spreading it through; and run_step in
scripts/test-licensing-steps.sh clears RETURN_LICENSE_ONLY/ACTIVATE_ONLY so an
ambient value cannot make a case take a different runsteps.sh branch.
Not taken: redacting live-streamed subprocess output. That output was never
redacted before this PR either, so it is not a regression, and doing it
correctly needs chunk-boundary buffering across a stream that carries whole
build logs. Left for its own change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Changes
Unity removed offline/manual activation for Personal licenses.
license.unity3d.com/manualnow redirects to/newand reports "Offline activation is available only for Enterprise and Industry seats", and Unity's docs state manual activation "doesn't apply to Unity Personal". The Personal option is gone from the page, so the olddisplay:noneworkaround has nothing left to un-hide.That breaks GameCI's entire free-tier story: the
file(.ulf) strategy inactivate.shwas the only path free-tier users had, and a.ulfcan no longer be obtained on a free seat at all.Adds a
personalstrategy that acquires a seat directly from Unity's licensing service:This is the licensing client, not the editor —
unity-editor -serial -username -passwordis the serial path, which Unity documents as not applying to Personal. The client is already used here for floating licenses, so the invocation pattern is not new.The return is the hard part. A Personal seat stays consumed until returned, unlike a
.ulf:return_license.{sh,ps1}gain a matching--return-ulfbranch. They had none — a license file was never a seat, so there was nothing to give back.runsteps.sharms anEXITtrap (try/finallyon Windows, and in mac'sentrypoint.sh) so the seat comes back when the build hard-exits or the job is cancelled. Returning only on the happy path leaks a seat, and a leaked seat breaks every later run on the account, not just the one that leaked it. This has to live in the shell: the TypeScript side handles SIGINT with a bareprocess.exit(130), which pre-empts any JS cleanup handler.game-ci return-licensecommand — the counterpartactivatenever had — to release a seat left held byACTIVATE_ONLY.Strategy selection moves into one resolved
UNITY_LICENSING_METHODvalue (--unityLicensingMethod, defaultauto), so the scripts branch on one thing instead of re-deriving it from six env vars in six places.personalsits last in the auto order, belowfloating. License-server users commonly setunityEmail/unityPasswordalongsideunityLicensingServer, so checking personal any earlier would silently steal those runs away from their license server. Last position makes this purely additive — the only configuration whose behaviour changes is email+password with nothing else, which today exits 1 with "License activation strategy could not be determined".Also fixed (all in the paths this already touches)
src/.Docker.runlogged the fulldocker runline — including--env UNITY_PASSWORD="..."— at-vv, andSystem.runlogged the command and its output verbatim. Survivable when a serial was the credential and Unity masked it; under personal activation the account password is the credential, and free-tier users are exactly the group most likely to paste a verbose log into an issue.unityLicenseFilewas never declared as an option despiteenvironment.tsreading it and three activate scripts branching onUNITY_LICENSE_FILE— so it was alwaysundefined, always dropped, and the documented flag silently did nothing on every platform.--envvalues never reached the container when sourced from a path. Bare--env NAMErelies on the docker client inheriting fromprocess.env, which never happened when the value came from--unityLicense <path>and was read off disk by the coercer, soUNITY_LICENSEarrived empty..alfrejection told users to "activate your license file first" — now unfollowable on a free seat.Notes for review
The
--activate-all/--include-personal/--return-ulfflags are undocumented by Unity. They are what Unity Hub drives and what other CI tooling uses today, but Unity can change them without notice — which is exactly how the current breakage happened. They are kept in one resolver per platform so a future break is a one-line fix.Neither
action.ymlhere can host a GitHub Actionpost:step (both areusing: composite, which cannot declare one).return-licenseis the command a wrapper action would invoke; wiring that up belongs ingame-ci/unity-activate.Docs on
game-ci/documentationshould tell users to use a dedicated CI-only Unity account, not a personal main one — a shared Personal seat driven by CI credentials is a grey area under Unity's terms.2FA is out of scope. Headless personal activation cannot answer a 2FA or device-verification challenge; this PR detects and reports that case with actionable guidance rather than a bare exit code. Automating it needs a TOTP implementation and its own design.
Rebased onto
mainafter d7cf478 (assets embedded in the binary). Adding files underdist/now also requiresbun run build:assets, since the compiled binary carriesdist/inside it — the two new step scripts are included in the regenerated bundle.Backwards compatibility
Existing setups do not change behaviour. This was verified by comparing the new strategy selection against the original inline conditions across all 64 combinations of the six licensing env vars, for every activate and return script.
That check found two real regressions in the first draft, both now fixed:
ubuntu,macandwindows/stepscheckfile → serial → floating; the windows container script checksfile → floating → serial. SoUNITY_SERIAL+UNITY_LICENSING_SERVERpicks serial on three platforms and floating on the fourth. Any single central order silently changes activation for some existing setup — a Windows container build with both configured would have switched from its license server to its serial..ulfrun withUNITY_SERIALalso set still issued a serial return. Dispatching the return on the resolved strategy silently skipped it for 33 combinations on ubuntu/mac and 48 on the windows container set. A return that stops happening is a leaked seat.So
--unityLicensingMethodis now an explicit-only override: onautothe CLI forwards nothing and each script keeps its own original chain, withpersonalappended as a new terminal branch. The return keeps its original raw-env conditions verbatim, withpersonalchecked first (which cannot shadow them — in auto mode personal requires no serial, no license file and no server).Net effect across all 64 combinations, on every script: 6 deltas, all the same single case —
UNITY_EMAIL+UNITY_PASSWORDwith nothing else, which previously exited 1 with "License activation strategy could not be determined". Nothing else moves.The matrix is now a permanent CI guard in
scripts/test-licensing-steps.sh: all 64 combinations must keep their original strategy, and exactly one may newly resolve to personal.Deliberately not unified: the windows-container precedence divergence is preserved rather than fixed, so nothing silently changes. Unifying it is a genuine cleanup that deserves its own PR.
Testing
scripts/test-licensing-steps.shis a new CI step that runs the real step scripts against a stub licensing client — no Unity, no Docker, no network. It covers the argv produced by each strategy, the precedence order, seat-exhaustion vs 2FA failure reporting, and that the seat is returned when the build hard-exits. That behaviour lives in bash, so no TypeScript test can reach it.Unit tests added for the resolver, the new options, the model, the redaction helper, the new command, and the new env vars.
Not yet run against a live Unity account — the end-to-end check that matters is activating twice back-to-back on a throwaway account and confirming the second run doesn't fail on seat exhaustion.
Checklist
game-ci/documentation)🤖 Generated with Claude Code
Summary by CodeRabbit
New Features
return-licensecommand to release an active Unity license without building or testing.Bug Fixes
.alffiles.