Skip to content

chore: Add NGO_EXCLUDE_HEAVY_TESTS define - #4114

Merged
NoelStephensUnity merged 1 commit into
develop-2.0.0from
ci/ngo-exclude-heavy-tests
Jul 30, 2026
Merged

chore: Add NGO_EXCLUDE_HEAVY_TESTS define#4114
NoelStephensUnity merged 1 commit into
develop-2.0.0from
ci/ngo-exclude-heavy-tests

Conversation

@mnachury-unity

@mnachury-unitymnachury-unity commented Jul 30, 2026

Copy link
Copy Markdown
Contributor

Purpose of this PR

Adding a define to exclude the BasicBuildTest which recently started to caused timeout on ubuntu build for 6000.6 and trunk with multiplayer tools weekly due to OOM on the b1.large (8GB) VM.
As we discussed in this thread the better long therme solution will be to have a dedicated place for this test in this epic. But I think we can start by disabling this one in multiplayer tools CI.

Multiplayer tools ci PR here.

Jira ticket

Documentation

  • No documentation changes or additions were necessary.

Testing & QA (How your changes can be verified during release Playtest)

Functional Testing

Manual testing :

  • Manual testing done

Automated tests:

  • Covered by existing automated tests
  • Covered by new automated tests

Does the change require QA team to:

  • Review automated tests?
  • Execute manual tests?
  • Provide feedback about the PR?

If any boxes above are checked the QA team will be automatically added as a PR reviewer.

Up-port

We only run NGO-2.X integration test in multiplayer tools.

Backports

We only run NGO-2.X integration test in multiplayer tools.

@mnachury-unity
mnachury-unity requested a review from a team as a code ownerJuly 30, 2026 20:11

@NoelStephensUnityNoelStephensUnity left a comment

Copy link
Copy Markdown
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

LGTM!

@NoelStephensUnityNoelStephensUnity changed the title Add NGO_EXCLUDE_HEAVY_TESTS definechore: Add NGO_EXCLUDE_HEAVY_TESTS defineJul 30, 2026
@NoelStephensUnity
NoelStephensUnity enabled auto-merge (squash) July 30, 2026 20:15
@codecov-github-com

codecov-github-comBot commented Jul 30, 2026

Copy link
Copy Markdown

Codecov Report

All modified and coverable lines are covered by tests ✅

@@ Coverage Diff @@## develop-2.0.0 #4114 +/- ##
=================================================
+ Coverage 73.96% 73.97% +0.01% 
=================================================
Files 172 172 Lines 28095 28095 =================================================
+ Hits 20781 20784 +3 + Misses 7314 7311 -3 
FlagCoverage Δ
NGOv2_project_testproject_ubuntu_pinnedTrunk73.61% <ø> (?)

Flags with carried forward coverage won't be shown. Click here to find out more.

see 1 file with indirect coverage changes

ComponentsCoverage Δ
com.unity.netcode.gameobjects73.97% <ø> (+0.01%)⬆️

ℹ️ Need help interpreting these results?

@NoelStephensUnity
NoelStephensUnity merged commit 3119706 into develop-2.0.0Jul 30, 2026
30 of 34 checks passed
@NoelStephensUnity
NoelStephensUnity deleted the ci/ngo-exclude-heavy-tests branch July 30, 2026 23:04
michalChrobot added a commit that referenced this pull request Aug 3, 2026
* chore: Adding a note about DontDestroyOnLoad usage for Networked scene objects (#4070)
Docs correction
* ci: Split code coverage into Package Test and Project Test jobs (#4101)
* ci: Split code coverage into Package Test and Project Test jobs
Convert the existing coverage job to [Code Coverage] Package Test - NGO [ubuntu, trunk] and add [Code Coverage] Project Test - NGO testproject [ubuntu, trunk]. Wire Package Test into PR/nightly triggers and Project Test into the weekly run.
* ci: Run both coverage jobs on PR and nightly
* ci: Use pinnedTrunk for PR coverage and drop package-test job
* chore: Point CMB resources at new monorepo (#4106)
* chore: Point CMB resources at new monorepo
* fix: NetworkVariable change prior to ownership change using distributed authority topology fails to sync NetworkVariable (#4107)
* fix
This resolves the issue where in a distributed authority session changing a NetworkVariable prior to changing ownership in the same call-stack would result in the NetworkVariable not being synchronized.
* fix - update
Removing the additional authority check as it is not needed.
Fixing a very edge case scenario that shouldn't happen but in the event it does when finding objects by type within a specific scene, if the scene is invalid then use an empty array for the found objects.
* fix: spawn disabled in scene placed and network prefab registration (#4093)
* fix
- Issue where disabled in-scene placed NetworkObjects could not be spawned after starting a session.
- Issue where users are allowed to spawn a NetworkObject with a GlobalObjectIdHash value of 0 (zero).
* update
NetworkAnimator not pointing to an animator within awake now just logs a warning as opposed to an error.
* test
Updating tests based on the fixes applied to this branch.
A large portion is related to some integration tests trying to spawn NetworkObjects with a GlobalObjectIdHash value of zero(0).
* update
Style and providing internal write access to the prefabs list.
* test
Potentially last iteration on fixing/updating integration tests.
* test - fix
Using the fixed version of NetworkPrefabHandlerSpawnAndSynchronizeTests.
Fixing some issues with prefab and handler creation.
* style
Fixing formatting issues.
* style
Fixing some standards formatting related issues.
* style
removing trailing spaces.
* style
Super weird one... but using ? as opposed to an if null check.
* style
Removing commented out code that is no longer needed/used.
* update
Committing suggested changes.
Co-authored-by: Emma <emma.mcmillan@unity3d.com>
* update
Applying changes based on review discussion.
* update
Making adjustments based on review discussion.
* style
Removing field that is no longer valid.
Moving Awake higher in NetworkObject as it has become wedged in the middle of the code.
* update
Adding change log entries.
* update
Inverting logic (oops)
* doc
Updating NetworkObject documentation and in-scene placed documentation.
* Update documentation for the two types of NetworkObjects
Clarified the categories of NetworkObjects and their requirements. Added details for dynamically instantiated and in-scene placed NetworkObjects.
* style
White spaces!
* Apply suggestions from code review
Co-authored-by: Amy Reeve <amy.reeve@unity3d.com>
---------
Co-authored-by: Emma <emma.mcmillan@unity3d.com>
Co-authored-by: Amy Reeve <amy.reeve@unity3d.com>
* docs: Docs-wide link fixes and xref update (#4102)
* Docs-wide link fixes and xref update
* Typo in API docs
* chore: Add NGO_EXCLUDE_HEAVY_TESTS define (#4114)
Add NGO_EXCLUDE_HEAVY_TESTS
---------
Co-authored-by: Nikos <nikos@unity3d.com>
Co-authored-by: Emma <emma.mcmillan@unity3d.com>
Co-authored-by: Noel Stephens <noel.stephens@unity3d.com>
Co-authored-by: Amy Reeve <amy.reeve@unity3d.com>
Co-authored-by: mnachury-unity <120488254+mnachury-unity@users.noreply.github.com>
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants

@mnachury-unity@NoelStephensUnity