game-ci / game-ci/documentation
Configuration option "enableGpu" not working on self hosted MacOS runner
- Dominant language
- MDX
- Stars
- 243
- Forks
- 130
- Avg merge
- 15d 42m
- Merged PRs (30d)
- 1
Description
**Bug description**
Our application needs to build with GPU enabled because we use a package "Vector Graphics". When GPU is not enabled the svg conversion does not work while building. Here is a quote form the docs ->
_Note that the package may not import asset properly when starting Unity with the -no-graphics command-line argument. The package requires graphics when importing assets in texture format, since it will need to render the vector content into the texture asset._
**Steps to reproduce**
1. Start a Unity project with the Vector Graphics package.
2. Use an svg in the project that get's converted to a sprite by the package.
3. Use the following parameter "enableGpu: true"
4. Run the action on a self hosted MacOS runner.
5. See "-nographics" gets logged.
**Expected behavior**
"-nographics" not getting logged indicating the build uses GPU.
**Additional details**
It seems like "-nographics" get's loggen for iOS and Android builds but weirdly anough, the android build itself looks fine (including svg sprite assets)
Package -> [link](https://docs.unity3d.com/Packages/com.unity.vectorgraphics@2.0/manual/index.html)
Contributor guide
Research direction
The issue does not name a file or test. Start by tracing how the enableGpu option is handled for self-hosted macOS runners, then reproduce the build with Unity's Vector Graphics package and an SVG sprite. Done means the build no longer logs -nographics and the SVG asset converts successfully.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- github-actions, macos, unity
- Domain
- ci-cd, devops
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 35/100