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💡 Codex Review
https://github.com/link1345/gua-sample-unity/blob/b00aef7231e5d0be5caa2da132f4f3dddf5abc36/tests/baselines/title-screen/windows-unity-6000.5.3f1-d3d11-541x700.png#L1
Separate development-build visual baselines
When GUA_UNITY_PLAYER points to a non-development Windows x64 build, the visual test still selects the default windows-unity-6000.5.3f1-d3d11-541x700 variant, but the newly committed PNG contains Unity's visible Development Build watermark. A release Player therefore cannot match this baseline within the test's 0.1% differing-pixel allowance, even when the application UI is correct. Keep the reviewed default baseline free of build-type overlays or use separate variants for development and release Players.
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💡 Codex Review
Here are some automated review suggestions for this pull request.
Reviewed commit: 2de63c2579
ℹ️ About Codex in GitHub
Your team has set up Codex to review pull requests in this repo. Reviews are triggered when you
- Open a pull request for review
- Mark a draft as ready
- Comment "@codex review".
If Codex has suggestions, it will comment; otherwise it will react with 👍.
Codex can also answer questions or update the PR. Try commenting "@codex address that feedback".
| Windows x64 Mono Playerをビルドしてから、NUnitで実際のPlayerとSemantic UI Treeを操作します。 | ||
| ## UI tests | ||
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| Build a Windows x64 Mono Player, then use NUnit to operate the real Player through its Semantic UI Tree. |
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Match the local build mode to the new baseline
When someone follows the local build-and-test sequence immediately below, -buildWindows64Player creates a non-development Player because the command omits Unity's documented -development option, but the newly committed title-screen baseline contains the Development Build watermark. That watermark alone changes about 0.21% of the image, exceeding TitleScreenMatchesReviewedVisualBaseline's 0.1% maximum, so the documented dotnet test invocation fails. Add -development to the local build command or use a non-development baseline.
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