![]() We also chose to use FAKE, as we get all the benefits of checking our build scripts into source control, etc. So setting up Unity builds ourselves, seemed like a great option. We already have TeamCity setup, with a build agents running on a PC and a Mac for other apps. Builds can a really long time… Like an hour and a half… Ugh.It could be tough to figure out what went wrong with a build - you can’t exactly RDP into the build agent and open Unity.Our SCM we use for Unity, PlasticSCM, is not supported.Not much control over Unity player settings.Only iOS and Android are currently supported (we need Windows, too).Unity has released Unity Cloud Build, which is a nice solution, but it doesn’t fulfill our needs: ![]() Unity builds can be painfully slow at times, so not automating them is a huge productivity killer. So among the different types of games and apps we build at Hitcents, one particularly troublesome type to deal with is basically any game built with Unity.
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