We just cut v3.0.0-beta.1 — a preview of the next major version of unity-activate, rewritten as a thin wrapper around game-ci/cli (see #111 for the full technical writeup). It's tagged separately from @v2/@v1 — nobody's existing workflow is affected by this.
Before we cut the real v3, we'd like people to actually try it. It's had unit tests and local checks, but not a live runner with real Unity credentials.
How to try it
Point one workflow (or a copy of one) at the pre-release tag, and pin cliVersion explicitly so your run is deterministic:
- uses: game-ci/unity-activate@v3.0.0-beta.1
env:
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
cliVersion: v0.1.8
Everything else — secrets, license type — stays the same as @v2. Both personal and professional license activation are useful to hear about.
Known gaps already called out (not surprises)
unityVersion is accepted for backward compatibility but no longer does anything — the CLI auto-detects from ProjectSettings/ProjectVersion.txt.
Full list in the release notes.
What to report here
- Did activation succeed/fail, and how did that compare to
@v2?
- Personal or professional license, and runner OS you tested with.
- Anything that felt different, even something minor.
Thanks for helping get this solid before it ships as the default. 🙏
Ready-to-post Discord announcement
If you're active in the GameCI Discord and want to help spread the word, here's a copy-pasteable version for the announcement/help channel:
Hey folks! We just cut a pre-release of the next major `unity-activate` version — v3.0.0-beta.1. It's a rewrite as a thin wrapper around game-ci/cli instead of the action doing activation itself. Tagged separately from @v2, so it won't touch anyone's existing workflows.
If you've got a spare few minutes, we'd love for you to try it before the real v3 ships:
- uses: game-ci/unity-activate@v3.0.0-beta.1
env:
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
cliVersion: v0.1.8
Everything else stays the same as @v2 - just swap the tag and add cliVersion so your run is deterministic. Known gap: unityVersion is now ignored (auto-detected from ProjectSettings/ProjectVersion.txt instead).
Report back in the tracking issue: https://github.com/game-ci/unity-activate/issues/112
Thanks for helping kick the tires! 🙏
We just cut
v3.0.0-beta.1— a preview of the next major version ofunity-activate, rewritten as a thin wrapper aroundgame-ci/cli(see #111 for the full technical writeup). It's tagged separately from@v2/@v1— nobody's existing workflow is affected by this.Before we cut the real
v3, we'd like people to actually try it. It's had unit tests and local checks, but not a live runner with real Unity credentials.How to try it
Point one workflow (or a copy of one) at the pre-release tag, and pin
cliVersionexplicitly so your run is deterministic:Everything else — secrets, license type — stays the same as
@v2. Both personal and professional license activation are useful to hear about.Known gaps already called out (not surprises)
unityVersionis accepted for backward compatibility but no longer does anything — the CLI auto-detects fromProjectSettings/ProjectVersion.txt.Full list in the release notes.
What to report here
@v2?Thanks for helping get this solid before it ships as the default. 🙏
Ready-to-post Discord announcement
If you're active in the GameCI Discord and want to help spread the word, here's a copy-pasteable version for the announcement/help channel: