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com/api/v1/ orgs /" + ORG_ID + "/ projects /" + PROJECT_ID + "/ buildtargets /" + buildTargetId + "/ builds " ) request = Net :: HTTP :: Post. In case of a release, we are also making use of parallel CI jobs to start builds for all our target platforms (Linux, OSX, Windows), which later can be aggregated to a release.īecause we are making use of the given REST-API, we can control anything from Target-Platforms to special flags for showcase builds through our own Gitlab pipeline. Once the build is done the complete artifact is fetched through the API and made available for following CI jobs. To achieve this, a script was written that takes care of configuring a build-target, triggering a new build, monitoring its state until finally a completed build artifact can be fetched.Ī small snippet of the script can be seen below, which takes care of starting the new build on a previously configured build target.
#Unity cloud build publish file full#
In this case using the API to trigger the builds also gives us full control over the build-lifecycle. The solution in this case is the provided REST-API, which allows us to dynamically configure Build-Targets in the service. The Cloud Build Service offers the possibility to automatically start a build on commits in preconfigured branches, but this is limited to statically defined branches.īecause we are making use of feature branches, this is not sufficient for our requirements. Other options would have been dedicated Build-Servers or using Docker-Images. In addition to offering a easy setup for simple CI pipelines, it also provides a full-fledged REST-API which can be used for more complex integrations.
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In the end we decided to go with the Unity Cloud Build Service, which allows access to an out-of-the-box solution provided by Unity itself. We experimented with a few options regarding building the game. Automating the buildīefore any deployment processes can be automated, the first requirement is to have a automatic build of the game available. Panic Mode is developed using the Unity Engine and is released on the steam platform. In the following we will give you a quick overview of how we implemented a continuous deployment process for our game Panic Mode. While CI is about automating builds, tests and source code merging, continuous deployment is about automating all the way to releases in the production environment.
#Unity cloud build publish file software#
In particular, automation via continuous integration processes is now indispensable for most software projects.įirst, a simple summary of what Continuous Delivery is all about. Automated deployment has long become standard in software development, yet its use in game development is still rare.
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