These scripts are invoked by the -executeMethod flag, which tells Unity to simply call a static editor function. This starts by copying some build scripts into Assets/Editor/Unit圜I. When the build agent picks up a new build, it runs a command such as the following (see the sample pipeline in the readme for details): /bin/ci/make.py unity build my-project iOS "Assets/Scenes/Client.unity"
The result? Clicking the “show checks” button in Github opens the Buildkite, where each platform can be downloaded as an artifact: How it Works
It also includes a Helm chart to make deployment on Kubernetes dead-simple. The readme includes a sample Buildkite pipeline and instructions for deployment. The inzania/unit圓d-buildkite docker image is now available on Docker Hub, and instructions for use are available in the Github README.
So I built upon the Unity Cloud Build free tool by layering in Buildkite and a few other tools to a new docker container. Plus, it’s easy to set up and provides the Github integration shown above. Buildkite has a free tier that works well enough for indie developers (and is reasonably priced beyond that). I was looking for a more typical Continuous Integration (CI) system, and was familiar with Buildkite from my time working at Airbnb. I wanted to make it so that every pull request could automatically trigger tests and builds, integrating directly with the Github merge button: The game is built automatically when the pull request is created Unity Cloud Build Free with BuildKite This handled most of the hard work, but it still wasn’t quite easy enough to deploy to Github. I came upon Gableroux’s GitLab Unity Cloud Build free CI tool, which installs Unity Linux into a docker container. Dead-simple to deploy, with no changes required to the Unity project.Highly customizable, applicable to any project.Support versioning (pre-releases, release candidates).Run on personal hardware (computer at home) or in the cloud.My goal with this open-source project were as follows: Plus, it doesn’t quite fit with the workflow I’m accustomed to after years working in tech companies.Ĭheck out the unit圓d-buildkite open-source project on Github. Unfortunately, Cloud Build requires a subscription to Unity Teams or Unity Pro, which can become very expensive very fast for an indie developer. The Unity Cloud Build feature solves this by allowing developers to trigger builds in the cloud. Thankfully, it’s possible to create a Unity Cloud build free. Multiply this problem by building for many platforms (iPhone, Android, etc.) and the wasted time becomes rather painful. It hogs all the resources on your computer, leaving a frustrated Unity developer unable to do much else. By starting Unity as an administrator I get only one error after import (see ).īuilding in Unity Cloud results still it lots of errors (see ).Actually compiling (building) a game with Unity can be slow.
I got some errors (which I'm sure are related to windows user rights). I don't get any errors when running in Unity itself.įor a clean setup I removed PUN2 from the project and reimported it from the Asset Store. Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs(1912,46): error CS0246: The type or namespace name 'OperationResponse' could not be found (are you missing a using directive or an assembly reference?) Assets/Photon/PhotonRealtime/Code/AppSettings.cs(21,26): error CS0246: The type or namespace name 'ExitGames' could not be found (are you missing a using directive or an assembly reference?) I get lots of errors similar to the following: I've got some issues when building the project with Unity clouds.