Editor: device picker, Build & Run to a device and log console
Maintainers usually reply within 1 day
Nobody has claimed this yet.
Assessment
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Newbie friendliness
- 48/100
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
Current State
Build & Run always launches a local Process (BuildManager.PlayAsync → PlayUserCode); there is no device concept.
Tasks
-
IDeviceProvider/IBuildDeviceandIRunningGamein 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
- No Dockerfile or Docker Compose file
- Has a pull request template
- Read the contributing guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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