Claude-skill-registry ci-cd-automation
install
source · Clone the upstream repo
git clone https://github.com/majiayu000/claude-skill-registry
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/data/ci-cd-automation" ~/.claude/skills/majiayu000-claude-skill-registry-ci-cd-automation && rm -rf "$T"
manifest:
skills/data/ci-cd-automation/SKILL.mdsource content
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
| Strategy | Rollback Time | Risk | Best For |
|---|---|---|---|
| Blue-Green | Instant | Low | Web builds |
| Canary | Minutes | Low | Mobile apps |
| Rolling | Minutes | Medium | Game servers |
| Big Bang | Hours | High | Console releases |
Use this skill: When setting up build pipelines, automating testing, or improving team workflows.