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Work on initializing the language in Yandex Games #17

Work on initializing the language in Yandex Games

Work on initializing the language in Yandex Games #17

Triggered via push October 1, 2024 07:13
Status Success
Total duration 17m 58s
Artifacts 2

main.yml

on: push
Matrix: buildForAllSupportedPlatforms
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1 error and 23 warnings
Build for Android
DirectoryNotFoundException: Could not find a part of the path "/github/workspace/build/Android/Android.apk/index.html".
Build for Android
The following actions use a deprecated Node.js version 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 use a deprecated Node.js version 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.
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
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/

Artifacts

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