Unity Cloud Build – Continuous integration and Unity3d
I’ve had an svn running for my Unity project for a while now, and this tool has saved me countless hours and heart attacks. I work on 2 computers so I would have to transfer my project each time which is a painstaking task. It is also very useful in case you want to revert a certain script to the precious commit (I’ve had some major brainfarts…). Svn keeps my files nice and organised and I can check the history of all my commits.
My next step was to start automating the build process. While I was looking to get a Jenkins server set-up I discovered Unity Cloud Build. It is an amazing tool that allows you to build for the different platforms without the need of a locally hosted build server. The free version enables you to build every 60 minutes for the different platforms. You can even play the WebGL version right from the Cloud Build cockpit!
There is a small amount of config required, compared to setting up Jenkins with Unity3d. I read that for Jenkis you require to add additional classes and do some config, while Cloud Build takes care of that for you. The only issue I ran into is that you can’t use native Blender files, so you have to export them into a .fbx format. Apart from that everything is working as expected. Unity Cloud Build checks my Svn server often and when a new change was made starts the build process. I receive mails when the builds I configured are done with an excellent error/warning log. I must say I am really amazed by the simplicity of use of the Cloud Build, while providing such a good and useful service!