17 KiB
UPM Package Starter Kit
The purpose of this starter kit is to provide the data structure and development guidelines for new packages meant for the Unity Package Manager (UPM).
Are you ready to become a package?
The Package Manager is a work-in-progress for Unity and, in that sense, there are a few criteria that must be met for your package to be considered on the package list at this time:
- Your code accesses public Unity C# APIs only. If you have a native code component, it will need to ship with an official editor release. Internal API access might eventually be possible for Unity made packages, but not at this time.
- Your code doesn't require security, obfuscation, or conditional access control. Anyone should be able to download your package and access the source code.
Package structure
<root>
├── package.json
├── README.md
├── CHANGELOG.md
├── LICENSE.md
├── Third Party Notices.md
├── QAReport.md
├── Editor
│ ├── Unity.[YourPackageName].Editor.asmdef
│ └── EditorExample.cs
├── Runtime
│ ├── Unity.[YourPackageName].asmdef
│ └── RuntimeExample.cs
├── Tests
│ ├── .tests.json
│ ├── Editor
│ │ ├── Unity.[YourPackageName].Editor.Tests.asmdef
│ │ └── EditorExampleTest.cs
│ └── Runtime
│ ├── Unity.[YourPackageName].Tests.asmdef
│ └── RuntimeExampleTest.cs
├── Samples
│ └── Example
│ ├── .sample.json
│ └── SampleExample.cs
└── Documentation~
├── your-package-name.md
└── Images
Develop your package
Package development works best within the Unity Editor. Here's how to set that up:
-
Start Unity, create a local empty project.
-
In a console (or terminal) application, go to the newly created project folder, then copy the contents of this starter kit into the packages directory. Note: Your directory name must be the name of your package (Example:
"com.unity.terrain-builder"
) -
Fill in your package information
Update the following required fields in file package.json:
"name"
: Package name, it should follow this naming convention:"com.[YourCompanyName].[sub-group].[your-package-name]"
(Example:"com.unity.2d.animation"
, wheresub-group
should match the sub-group you selected in Gitlab)"displayName"
: Package user friendly display name. (Example:"Terrain Builder SDK"
).
Note: Use a display name that will help users understand what your package is intended for."version"
: Package version"X.Y.Z"
, your project must adhere to Semantic Versioning. Follow this guideline:- To introduce a new feature or bug fix, increment the minor version (X.Y.Z)
- To introduce a breaking API change, increment the major version (X.Y.Z)
- The patch version (X.Y.Z), is reserved for sustainable engineering use only.
"unity"
: Unity Version your package is compatible with. (Example:"2018.1"
)"description"
: This description appears in the Package Manager window when the user selects this package from the list. For best results, use this text to summarize what the package does and how it can benefit the user.
Note: Special formatting characters are supported, including line breaks (\n
) and unicode characters such as bullets (\u25AA
).
Update the following recommended fields in file package.json:
"dependencies"
: List of packages this package depends on. All dependencies will also be downloaded and loaded in a project with your package. Here's an example:dependencies: { "com.unity.ads": "1.0.0" "com.unity.analytics": "2.0.0" }
"keywords"
: List of words that will be indexed by the package manager search engine to facilitate discovery.
Update the following field in file Tests/.tests.json:
"createSeparatePackage"
: If this is set to true, the CI will create an separate package for these tests.
-
You should now see your package in the Project Window, along with all other available packages for your project.
-
Rename and update assembly definition files.
Assembly definition files are used to generate C# assemblies during compilation. Package code must include asmdef files to ensure package code isolation. You can read up on assembly definition files here.
If your package contains Editor code, rename and modify Editor/Unity.YourPackageName.Editor.asmdef. Otherwise, delete the Editor directory.
- Name must match your package name, suffixed by
.Editor
(i.eUnity.[YourPackageName].Editor
) - Assembly must reference
Unity.[YourPackageName]
(if you have any Runtime) - Platforms must include
"Editor"
If your package contains code that needs to be included in Unity runtime builds, rename and modify Runtime/Unity.YourPackageName.asmdef. Otherwise, delete the Runtime directory.
- Name must match your package name (i.e
Unity.[YourPackageName]
)
If your package has Editor code, you must include Editor Tests in your package. In that case, rename and modify Tests/Editor/Unity.YourPackageName.Editor.Tests.asmdef.
- Name must match your package name, suffixed by
.Editor.Tests
(i.eUnity.[YourPackageName].Editor.Tests
) - Assembly must reference
Unity.[YourPackageName].Editor
andUnity.[YourPackageName]
(if you have any Runtime) - Platforms must include
"Editor"
- Optional Unity references must include
"TestAssemblies"
to allow your Editor Tests to show up in the Test Runner/run on Katana when your package is listed in project manifesttestables
If your package has Runtime code, you must include Playmode Tests in your package. In that case, rename and modify Tests/Runtime/Unity.YourPackageName.Tests.asmdef.
- Name must match your package name, suffixed by
.Tests
(i.eUnity.[YourPackageName].Tests
) - Assembly must reference
Unity.[YourPackageName]
- Optional Unity references must include
"TestAssemblies"
to allow your Playmode Tests to show up in the Test Runner/run on Katana when your package is listed in project manifesttestables
The reason for choosing such name schema is to ensure that the name of the assembly built based on assembly definition file (a.k.a .asmdef) will follow the .Net Framework Design Guidelines
- Name must match your package name, suffixed by
-
Document your package.
Rename and update your-package-name.md documentation file. Use this documentation template file to create preliminary, high-level documentation. This document is meant to introduce users to the features and sample files included in your package. Your package documentation files will be used to generate online and local docs, available from the package manager UI.
Document your public APIs
- All public APIs need to be documented with XmlDoc. If you don't need an API to be accessed by clients, mark it as internal instead.
- API documentation is generated from XmlDoc tags included with all public APIs found in the package. See Editor/EditorExample.cs for an example.
Documentation flow
- Documentation needs to be ready when a publish request is sent to Release Management, as they will ask the documentation team to review it.
- The package will remain in
preview
mode until the final documentation is completed. Users will have access to the developer-generated documentation only in preview packages. - When the documentation is completed, the documentation team will update the package git repo with the updates and they will publish it on the web.
- The package's development team will then need to submit a new package version with updated docs.
- The starting page in the user manual that links to package documentation is Here.
- The
Documentation~
folder is suffixed with~
so that its content does not get loaded in the editor, which is the recommended behavior. If this is problematic, you can still name itDocumentation
and all tools will still work correctly..Documentation
is also supported.
Test your documentation locally As you are developing your documentation, you can see what your documentation will look like by using the DocTools extension (optional). Once the DocTools package is installed, it will add a
Generate Documentation
button in the Package Manager UI's details of your installed packages. To install the extension, follow these steps:- Make sure you have
Package Manager UI v1.9.6
or above. - Your project manifest will need to point to a staging registry for this, which you can do by adding this line to it:
"registry": "https://staging-packages.unity.com"
- Install
Package Manager DocTools v1.0.0-preview.6
or above from thePackage Manager UI
(in theAll Packages
section). - After installation, you will see a
Generate Documentation
button which will generate the documentation locally, and open a web browser to a locally served version of your documentation so you can preview it. - (optional) If your package documentation contains multiple
.md
files for the user manual, see this page to add a table of content to your documentation.
The DocTools extension is still in preview, if you come across arguable results, please discuss them on #docs-packman.
-
Add samples to your package (code & assets).
If your package contains a sample, rename the
Samples/Example
folder, and update the.sample.json
file in it.In the case where your package contains multiple samples, you can make a copy of the
Samples/Example
folder for each sample, and update the.sample.json
file accordingly.Similar to
.tests.json
file, there is a"createSeparatePackage"
field in.sample.json
.If set to true, the CI will create an separate package for the sample..Delete the
Samples
folder altogether if your package does not need samples.As of Unity release 2019.1, the /Samples directory of a package will be recognized by the package manager. Samples will not be imported to Unity when the package is added to a project, but will instead be offered to users of the package as an optional import, which can be added to their "/Assets" directory through a UI option.
-
Validate your package.
Before you publish your package, you need to make sure that it passes all the necessary validation checks by using the Package Validation Suite extension (optional). Once the Validation Suite package is installed, it will add a
Validate
button in the Package Manager UI's details of your installed packages. To install the extension, follow these steps:- Make sure you have
Package Manager UI v1.9.6
or above. - Your project manifest will need to point to a staging registry for this, which you can do by adding this line to it:
"registry": "https://staging-packages.unity.com"
- Install
Package Validation Suite v0.3.0-preview.13
or above from thePackage Manager UI
in theAll Packages
section. If you can't find it there, try turning onShow preview packages
in theAdvanced
menu. - After installation, you will see a
Validate
button show up in the Package Manager UI, which, when pressed, will run a series of tests and expose aSee Results
button for additional explanation.- If it succeeds, you will see a green bar with a
Success
message. - If it fails, you will see a red bar with a
Failed
message.
- If it succeeds, you will see a green bar with a
The validation suite is still in preview, if you come across arguable results, please discuss them on #release-management.
- Make sure you have
-
Add tests to your package.
All packages must contain tests. Tests are essential for Unity to ensure that the package works as expected in different scenarios.
Editor tests
- Write all your Editor Tests in
Tests/Editor
Playmode Tests
- Write all your Playmode Tests in
Tests/Runtime
.
- Write all your Editor Tests in
-
Update CHANGELOG.md.
Every new feature or bug fix should have a trace in this file. For more details on the chosen changelog format, see Keep a Changelog.
Create a Pre-Release Package
Pre-Release Packages are a great way of getting your features in front of Unity Developers in order to get early feedback on functionality and UI designs. Pre-Release packages need to go through the publishing to production flow, as would any other package, but with diminished requirements. Here are the supported Pre-Release tags (to be used in package.json,version
field), along with the requirements for each one:
Preview - ex: "version" : "1.2.0-preview"
- Expected Package structure respected
- Package loads in Unity Editor without errors
- License file present - With third party notices file if necessary
- Test coverage is good - Optional but preferred
- Public APIs documented, minimal feature docs exists- Optional but preferred
Make sure your package meets all legal requirements
Update Third Party Notices.md & License.md
-
If your package has third-party elements and its licenses are approved, then all the licenses must be added to the
Third Party Notices.md
file. Simply duplicate theComponent Name/License Type/Provide License Details
section if you have more then one licenes.a. Concerning
[Provide License Details]
in theThird Party Notices.md
, a URL can work as long as it actually points to the reproduced license and the copyright information (if applicable). -
If your package does not have third party elements, you can remove the
Third Party Notices.md
file from your package.
Preparing your package for Staging
Before publishing your package to production, you must send your package on the Package Manager's staging repository. The staging repository is monitored by QA and release management, and is where package validation will take place before it is accepted in production.
*** IMPORTANT: The staging repository is publicly accessible, do not publish any packages with sensitive material you aren't ready to share with the public ***
-
Publishing your changes to the package manager's staging repository happens from Gitlab. To do so, simply setup your project's Continuous integration, which will be triggered by "Tags" on your branches.
- Join the #devs-packman channel on Slack, and request a staging USERNAME and API_KEY.
- In Gitlab, under the Settings-> CI/CD -> Secret Variables section, setup the following 2 project variables:
- API_KEY = [your API KEY]
- USER_NAME = [your USER NAME@unity]
- You're almost done! To publish a version of your package, make sure all your changes are checked into Gitlab, then create a new tag to reflect the version you are publishing (ex. "v1.2.2"), the tag will trigger a publish to Staging. You can view progress you the publish request by switch over to the "CI / CD" part of your project.
-
Do it yourself CI
If you are using your own CI, it is still recommended that you use the
build.sh
wrapper script that comes with the starter kit, as it handle the installation of the actual CI build scripts for you.Instead of calling
npm pack
andnpm publish
in the package root folder in your CI, use./build.sh package-ci pack --git-head $CI_COMMIT_SHA --git-url $CI_REPOSITORY_URL
and
./build.sh package-ci publish --git-head $CI_COMMIT_SHA --git-url $CI_REPOSITORY_URL
respectively.
-
Test your package locally
Now that your package is published on the package manager's staging repository, you can test your package in the editor by creating a new project, and editing the project's
manifest.json
file to point to your staging package, as such:dependencies: { "com.[YourCompanyName].[sub-group].[your-package-name]": "0.1.0" }, "registry": "https://staging-packages.unity.com"
Get your package published to Production
Packages are promoted to the production repository from staging, described above.
Once you feel comfortable that your package is ready for prime time, and passes validation (Validation Suite), reach out to Unity so your package can be passed along to Release Management, for evaluation.
Release management will validate your package content, and check that the editor/playmode tests are passed before promoting the package to production. You will receive a confirmation email once the package is in production.
You're almost done! At this point, your package is available on the cloud, but not discoverable through the editor:
- Contact the Package Manager team to ask them to add your package to the list of discoverable package for the Unity Editor. All you need to provide is the package name (com.[YourCompanyName].[sub-group].[your-package-name])