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ci-cd-automationCI CD 自动化

Agent Skill

ci-cd-automation 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

1,014

周安装

41

GitHub Stars

19

下载量

318
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:ci-cd-automation(CI CD 自动化)
来源仓库:https://github.com/pluginagentmarketplace/custom-plugin-game-developer
仓库路径:skills/ci-cd-automation
安装命令:
npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill ci-cd-automation
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill ci-cd-automation

简介

用于构建游戏开发专用的 CI/CD 管道,支持多平台构建与自动化部署。

  • 包含资产验证、编译检查、PlayMode 测试和分阶段发布控制流程。
  • 使用时需按项目类型选择对应矩阵构建配置,避免资源争用或超时。
  • 通过 GitHub 安装,需确认 Unity 或其他引擎版本与工作流兼容性。
  • ci-cd-automation 属于运维和基础设施类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

CI/CD Automation

Pipeline Architecture

┌─────────────────────────────────────────────────────────────┐
│                    CI/CD PIPELINE STAGES                     │
├─────────────────────────────────────────────────────────────┤
│  TRIGGER: [Push] [PR] [Tag] [Schedule] [Manual]             │
│                              ↓                               │
│  VALIDATE (< 5 min):                                         │
│  Lint → Compile Check → Asset Validation                    │
│                              ↓                               │
│  TEST (10-30 min):                                           │
│  Unit Tests → Integration → PlayMode Tests                  │
│                              ↓                               │
│  BUILD (Parallel):                                           │
│  [Windows] [Linux] [macOS] [WebGL] [Android] [iOS]         │
│                              ↓                               │
│  DEPLOY:                                                     │
│  [Dev auto] → [Staging gate] → [Prod approval]             │
└─────────────────────────────────────────────────────────────┘

GitHub Actions for Unity

# ✅ Production-Ready: Unity CI/CD Pipeline
name: Unity Build Pipeline

on:
  push:
    branches: [main, develop]
  pull_request:
    branches: [main]
  workflow_dispatch:
    inputs:
      buildType:
        description: 'Build type'
        required: true
        default: 'development'
        type: choice
        options:
          - development
          - release

env:
  UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}

jobs:
  test:
    runs-on: ubuntu-latest
    steps:
      - uses: actions/checkout@v4
        with:
          lfs: true

      - uses: actions/cache@v3
        with:
          path: Library
          key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
          restore-keys: Library-

      - uses: game-ci/unity-test-runner@v4
        with:
          testMode: all
          artifactsPath: test-results
          checkName: Test Results

      - uses: actions/upload-artifact@v3
        if: always()
        with:
          name: Test Results
          path: test-results

  build:
    needs: test
    runs-on: ubuntu-latest
    strategy:
      fail-fast: false
      matrix:
        targetPlatform:
          - StandaloneWindows64
          - StandaloneLinux64
          - WebGL
    steps:
      - uses: actions/checkout@v4
        with:
          lfs: true

      - uses: actions/cache@v3
        with:
          path: Library
          key: Library-${{ matrix.targetPlatform }}-${{ hashFiles('Assets/**', 'Packages/**') }}

      - uses: game-ci/unity-builder@v4
        with:
          targetPlatform: ${{ matrix.targetPlatform }}
          versioning: Semantic
          buildMethod: BuildScript.PerformBuild

      - uses: actions/upload-artifact@v3
        with:
          name: Build-${{ matrix.targetPlatform }}
          path: build/${{ matrix.targetPlatform }}
          retention-days: 14

  deploy-staging:
    needs: build
    if: github.ref == 'refs/heads/develop'
    runs-on: ubuntu-latest
    environment: staging
    steps:
      - uses: actions/download-artifact@v3
        with:
          name: Build-WebGL
          path: build/

      - name: Deploy to Staging
        run: |
          # Deploy to staging server
          aws s3 sync build/ s3://game-staging-bucket/

Unreal Engine Pipeline

# ✅ Production-Ready: Unreal CI/CD
name: Unreal Build Pipeline

on:
  push:
    branches: [main]

jobs:
  build:
    runs-on: [self-hosted, unreal]
    steps:
      - uses: actions/checkout@v4
        with:
          lfs: true

      - name: Build Development
        run: |
          & "$env:UE_ROOT/Engine/Build/BatchFiles/RunUAT.bat" `
            BuildCookRun `
            -project="${{ github.workspace }}/MyGame.uproject" `
            -platform=Win64 `
            -clientconfig=Development `
            -build -cook -stage -pak -archive `
            -archivedirectory="${{ github.workspace }}/Build"

      - uses: actions/upload-artifact@v3
        with:
          name: UnrealBuild-Win64
          path: Build/

Build Optimization

BUILD TIME OPTIMIZATION:
┌─────────────────────────────────────────────────────────────┐
│  STRATEGY              │ TIME SAVINGS │ EFFORT            │
├────────────────────────┼──────────────┼───────────────────┤
│  Library caching       │ 30-50%       │ Low               │
│  Parallel builds       │ 40-60%       │ Low               │
│  Self-hosted runners   │ 20-40%       │ Medium            │
│  Incremental builds    │ 50-80%       │ Medium            │
│  Asset bundles split   │ 30-50%       │ High              │
└─────────────────────────────────────────────────────────────┘

Automated Testing

// ✅ Production-Ready: PlayMode Test
[TestFixture]
public class PlayerMovementTests
{
    private GameObject _player;
    private PlayerController _controller;

    [UnitySetUp]
    public IEnumerator SetUp()
    {
        var prefab = Resources.Load<GameObject>("Prefabs/Player");
        _player = Object.Instantiate(prefab);
        _controller = _player.GetComponent<PlayerController>();
        yield return null;
    }

    [UnityTest]
    public IEnumerator Player_MovesForward_WhenInputApplied()
    {
        var startPos = _player.transform.position;

        _controller.SetInput(Vector2.up);
        yield return new WaitForSeconds(0.5f);

        Assert.Greater(_player.transform.position.z, startPos.z);
    }

    [UnityTearDown]
    public IEnumerator TearDown()
    {
        Object.Destroy(_player);
        yield return null;
    }
}

🔧 Troubleshooting

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Build times too long (>30 min)                     │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Enable Library folder caching                             │
│ → Use self-hosted runners with SSDs                         │
│ → Parallelize platform builds                               │
│ → Split large asset bundles                                 │
└─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Flaky tests causing failures                       │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Use test timeouts                                         │
│ → Isolate tests properly                                    │
│ → Add retry logic for network tests                         │
│ → Quarantine unstable tests                                 │
└─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Cache not restoring correctly                      │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Check cache key hash inputs                               │
│ → Verify cache path is correct                              │
│ → Use restore-keys for partial matches                      │
│ → Check cache size limits                                   │
└─────────────────────────────────────────────────────────────┘

Deployment Strategies

StrategyRollback TimeRiskBest For
Blue-GreenInstantLowWeb builds
CanaryMinutesLowMobile apps
RollingMinutesMediumGame servers
Big BangHoursHighConsole releases

Use this skill: When setting up build pipelines, automating testing, or improving team workflows.

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

04

需要参考平台分布和安装热度时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Claude Code

26.67%
按下载量换算85

Codex

23.7%
按下载量换算75

Antigravity

18.01%
按下载量换算57

OpenCode

10.24%
按下载量换算33

Gemini CLI

6.64%
按下载量换算21

windsurf

3.17%
按下载量换算10

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。

来源信息

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