I started with UGS because I thought I can use the DevOps product to deploy my dedicated server directly to the build system for Multiplay. However there is no direct connection. Multiplay build states that I can “connect” a container image to use for a build source. But what’s the point of that? That means I have to run custom another CI pipeline creating a docker image for my dedicated server (which means that I have to subscribe to Unity Plus/Pro due to the serialnumber/licence paywall) while I can use DevOps Build to deploy my Standalone Players for client usage.
It looks like the concept isn’t very smart because two aspects of multiplayer game build delivery are separated from each other and going two different ways?
Or did I miss something? Please enlighten me!
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I’m asking around but I believe that using a post build script that follows this workflow should enable you to create new builds in Multiplay without containers:
https://docs.unity.com/game-server-hosting/en/manual/guides/api-build-workflow
EDIT: Confirmed with the multiplay that this would be the workflow to follow. They are working on adding build uploads with the UGS CLI to simplify this workflow. There is no ETA on availability in the CLI though.
Hey @Benjamin-Gooding
Unfortunately the documentation is quite confusing.
curl -X POST -H "Authorization: Basic <SERVICE_ACCOUNT_CREDENTIALS>" -H "Content-Type: application/json" \
-d '{"content_type": "<FILE_CONTENT_TYPE>", "signed_url": true}' \
https://content-api.cloud.unity3d.com/api/v1/environments/{environmentid}/buckets/{bucketid}/entry_by_path/?path=path/to/file
Can you explain what the url path segment entry_by_path means? Can you provide an example?
Also how is this API call meant to be used? Do I need to write a C# script that builds a dedicated server, creates CCD entries via API call and then uploads the files and after that will create a new build version?
And all that I should then hook into the Unity DevOps Build Configuration?
Don’t you have any plans of making the deployment of a dedicated server just as easy as building a Unity player? I don’t understand why those two things are being separated so explicitly
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You can use a post-build script created using bash that would run after the unity player build is complete. I believe that entry_by_path is just part of the API url. I’d direct you to the UGS Multiplay team for more information on their API behaviors. Unfortunately I’m not knowledgable with how their code functions and cannot provide more insight.
We are hoping to create better integration into all Unity Gaming Services within the Build Automation platform and can understand your frustration that it isn’t a seamless experience. I’ll take this feedback to the multiplay team.
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