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Should i use unity cloud build10/31/2023 The next step is to setup any signing certificates and credentials that may be required for the platform. Set the Unity Version that your project uses! Certificates and iOS Cloud Build For that reason, I prefer to use a static version of Unity. Most unity version bumps are backwards compatible but there’s the chance that bugs in the build process are not caught until later in the release cycle. This reduces the chance of unknown build failures. Not much to comment on the settings here, but one thing I do recommend is to specify the version of Unity to use when building. After you setup your repository (authentication) you will be prompted to select your build target platforms. Cloud Build DashboardĬloud Build supports GitHub, BitBucket, and GitLab out of the box (although you can also specify your own custom repository). The first time you visit the cloud build dashboard, it will prompt you to setup your build. You’ll need to have created a Unity Services project first, but that is pretty straight forward. To get started, navigate to the cloud build dashboard. You can even set up builds from different git branches, target platforms, and test targets. Cloud Build will build and deploy to configured targets.The general workflow looks something like this: You can set up different platform targets (such as iOS and Android) and configure tests to automatically run after a deployment. OverviewĬloud Build works by pulling the latest changes from your code repository and building your project remotely. In this tutorial I will go over steps on how to set it up for your project and provide my thoughts on the pros and cons of using Unity Cloud Build.Ĭloud Build allows windows users to develop and deploy to iOS without ever touching a Mac (you actually need to touch it once). I’ve been using it for over a year now and it’s one of the better solutions for continuous deployment on the Unity platform. Cloud Build is a service that Unity offers that allows the automatic build, deploy, and testing of your games.
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