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Editor: device picker, Build & Run to a device and log console

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#266 0 comments 0 reactions 0 assignees View on GitHub

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Assessment

Difficulty
4/5
Estimated time
3-5 days
Newbie friendliness
48/100
Issue type
Feature
Clarity
Mostly clear
Activity status
Active
Tech stack
csharp
Domain
desktop, game-dev

Research direction

Start by reading BuildManager.PlayAsync and PlayUserCode, which the issue names as the current local-process path, then inspect Editor.Core for the new device and running-game abstractions. Trace how Build & Run and Stop use the active profile and selected device, and how game logs reach the Studio console. Done means desktop Build & Run still works through the abstraction and the behavior is covered by tests.

Written by the indexing model from the issue text.

Description

c:build c:editor p:medium size:L t:feature

Current State

Build & Run always launches a local Process (BuildManager.PlayAsync → PlayUserCode); there is no device concept.

Tasks

  • IDeviceProvider/IBuildDevice and IRunningGame in Editor.Core
  • Desktop provider: "This machine"
  • Build & Run and Stop use the active profile's platform and the selected device
  • Stream the game's log into the Studio console
  • The Android provider arrives with #259

Acceptance Criteria

  • Desktop Build & Run unchanged through the new abstraction; tests

Related

  • Android plan task C3 · seniority Mid · mergeable now (.NET 10)
  • Depends on: #236
  • Platform roadmap: #100
Dominant language
C#
Stars
1
Forks
1
Avg merge
1h 29m
Merged PRs (30d)
38

Getting set up

First steps

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  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

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