Skip to content

Update README.md

Update README.md #12

Triggered via push August 5, 2024 17:21
Status Success
Total duration 17m 56s
Artifacts 2

main.yml

on: push
Matrix: buildForAllSupportedPlatforms
Fit to window
Zoom out
Zoom in

Annotations

23 warnings
Build for Android
The following actions uses Node.js version which is deprecated and will be forced to run on node20: actions/cache@v3, actions/upload-artifact@v3. For more info: https://github.blog/changelog/2024-03-07-github-actions-all-actions-will-run-on-node20-instead-of-node16-by-default/
Build for Android
Library folder does not exist. Consider setting up caching to speed up your workflow, if this is not your first build.
Build for Android
Source Texture (Assets/Sprites/Sources/SettingsView/SettingsItem_Substrate_x3.png) of Sprite (SettingsItem_Substrate_x3) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
Build for Android
Source Texture (Assets/Sprites/Sources/SettingsView/Reduce_Icon.png) of Sprite (Reduce_Icon) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
Build for Android
Source Texture (Assets/Sprites/Sources/SettingsView/Add_Icon.png) of Sprite (Add_Icon) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
Build for Android
Source Texture (Assets/Sprites/Sources/SettingsView/Change_Icon.png) of Sprite (Change_Icon) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
Build for Android
Source Texture (Assets/Sprites/Sources/SettingsView/Back_Icon.png) of Sprite (Back_Icon) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
Build for Android
Source Texture (Assets/Sprites/Sources/TimerView/PregressBar_CIrcle_x4.png) of Sprite (PregressBar_CIrcle_x4) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
Build for Android
Source Texture (Assets/Sprites/Sources/TimerView/Button_x3.png) of Sprite (Button_x3) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
Build for Android
Source Texture (Assets/Sprites/Sources/TimerView/Settings_Icon.png) of Sprite (Settings_Icon) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
Build for Android
[ServicesCore]: To use Unity's dashboard services, you need to link your Unity project to a project ID. To do this, go to Project Settings to select your organization, select your project and then link a project ID. You also need to make sure your organization has access to the required products. Visit https://dashboard.unity3d.com to sign up.
Build for WebGL
The following actions uses Node.js version which is deprecated and will be forced to run on node20: actions/cache@v3, actions/upload-artifact@v3. For more info: https://github.blog/changelog/2024-03-07-github-actions-all-actions-will-run-on-node20-instead-of-node16-by-default/
Build for WebGL
Library folder does not exist. Consider setting up caching to speed up your workflow, if this is not your first build.
Build for WebGL
Source Texture (Assets/Sprites/Sources/SettingsView/Reduce_Icon.png) of Sprite (Reduce_Icon) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
Build for WebGL
Source Texture (Assets/Sprites/Sources/SettingsView/Add_Icon.png) of Sprite (Add_Icon) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
Build for WebGL
Source Texture (Assets/Sprites/Sources/SettingsView/Change_Icon.png) of Sprite (Change_Icon) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
Build for WebGL
Source Texture (Assets/Sprites/Sources/SettingsView/Back_Icon.png) of Sprite (Back_Icon) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
Build for WebGL
Source Texture (Assets/Sprites/Sources/TimerView/PregressBar_CIrcle_x4.png) of Sprite (PregressBar_CIrcle_x4) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
Build for WebGL
Source Texture (Assets/Sprites/Sources/TimerView/Button_x3.png) of Sprite (Button_x3) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
Build for WebGL
Source Texture (Assets/Sprites/Sources/TimerView/Settings_Icon.png) of Sprite (Settings_Icon) is using compressed format. To ensure no loss in source pixel details when packing to SpriteAtlas, please use uncompressed format in TextureImporter.
Deprecation notice: v1, v2, and v3 of the artifact actions
The following artifacts were uploaded using a version of actions/upload-artifact that is scheduled for deprecation: "Build-Android", "Build-WebGL". Please update your workflow to use v4 of the artifact actions. Learn more: https://github.blog/changelog/2024-04-16-deprecation-notice-v3-of-the-artifact-actions/
Build for WebGL
[ServicesCore]: To use Unity's dashboard services, you need to link your Unity project to a project ID. To do this, go to Project Settings to select your organization, select your project and then link a project ID. You also need to make sure your organization has access to the required products. Visit https://dashboard.unity3d.com to sign up.
Build for WebGL
Assets/SimpleLocalization/Scripts/LocalizationSettings.cs(74,13): warning CS0162: Unreachable code detected

Artifacts

Produced during runtime
Name Size
Build-Android
24.3 MB
Build-WebGL
9.26 MB