I think it’s really important to get support for this in place. Both Github and Gitlab support it now. I’ve been hosting all my development on Github with it. So I can’t use Cloud Build without it.
It’s also super easy to install…
I think it’s really important to get support for this in place. Both Github and Gitlab support it now. I’ve been hosting all my development on Github with it. So I can’t use Cloud Build without it.
It’s also super easy to install…
Hi there,
This is something that’s definitely on our radar, and while there is currently no ETA you are correct in that it’s pretty straightforward to install. Once we have built support for LFS into our infrastructure, I’ll be sure to post an update here to alert you and everyone to its availability. In the meantime, for anyone else looking for LFS support, please post a vote at our feedback site as it helps our team gauge demand for new feature requests from the community:
https://feedback.unity3d.com/suggestions/git-lfs-large-file-support-for-unity-cloud-build
Stay tuned!
Regards,
-Chris
This issue is clearly the most voted suggestion that the Cloud Build team has in the feedback system. Given this and your suggestion that it’s straightforward to implement, why is there no ETA or roadmap item?
Our team can’t use Cloud Build without Git LFS. Would absolutely love for you guys to add this feature.
Any updates on this? Relatively simple to implement and a lot of us here are waiting for this, sounds like it should be a feature pushed out on a very high priority. Any timeline?
Hey all,
We’ve been actively working on Git LFS support, as it’s the highest rated item for Cloud Build on the Feedback site. Some early experiments are showing promising results, so right now it’s possible that your LFS-enabled project will work. If you do give it a try, please reach out and let us know how it goes. Keep in mind that LFS is not technically supported right now, so this is targeted more at existing users of LFS that are comfortable with it.
Some basic guidelines:
Hi @unitychrism ![]()
Just reporting in to confirm that whatever early experiments you’re doing are working for our project!
Thanks for adding in LFS support so quickly! ![]()
Yes, positive feedback!
Glad to hear it, and would appreciate feedback from any others that configure their LFS project in Cloud Build. There should be more information available in the near future, which I will also link to here.
Hello again @unitychrism ![]()
We got an LFS-specific error in our latest Cloud Build. It’s complaining about a file that it had no trouble with in the past, which is weird. Here’s the relevant portion of the log:
The Cloud Build system took just over 50 minutes before hitting that error. I’m attempting a new build right now just to see if it can recover on its own. I wonder if it just doesn’t like how many assets we have stored via LFS?
Edit: Just for reference, here’s our .gitattributes file:
Second attempt at a build failed, as well
But on a different file this time.
Is there anything we can do to workaround this? ![]()
Hi there,
It looks like you were able to build successfully after these errors yesterday. As part of an update next week, there should be an improvement in LFS logging that will allow you to view the specific error being encountered. If this continues to happen sporadically, please let me know via direct message.
Yes, third attempt (after waiting about half a day) was a success
Maybe the Cloud Build system was just having a bad night
Thanks for the reply!
I’m considering enabling LFS for our current project to take advantage of Unity Cloud Build.
Is this officially supported yet?
When will this be implemented officially? We have to move over to LFS as soon as possible.
Any updates on this for those of us using GitLab?
Is that even possible to write a game without git lfs??? Repos are quite big (my current over 35GB) so it’s unclear how should we use a continuous integration that does not support that???
And you hope that I’m gonna pay a subscription?
Did this ever get supported for GitHub?
NM it appears to be working, just getting some LFS related errors…
OK new question. Have you guys looked into updating Git and LFS?
According to my error log you are still using Git v2.6.6 and LFS v1.1.1.
There have been some LFS specific improvements with a Git v2.8.x and LFS v1.2 combination. Using it locally for a few weeks now.
Here’s an article from a SourceTree dev about some of the speed improvements:
https://developer.atlassian.com/blog/2016/04/git-lfs-12-clone-faster/
Using the new “git lfs clone” command would probably be a speed and stability improvement for Cloud Build.
Hello,
Am I doing something wrong or Unity Cloud build and LFS is not yet operational / is experimental?
I have a Github repo with LFS, and I have have setup SSH keys.
Previously I used Bitbucket git successully but without LFS, until I hit their 2GB hardlimit…
Now, I tried to move to github for their LFS support, but I am stuck here…
I get a bunch of errors and a failed build
[Unity] FSBTool ERROR: The format of the source file is invalid, see output for details.
[Unity] ImportFBX Errors:
[Unity] Updating Assets/max/Materials/BACKPACK2NORMAL.PSD - GUID: 02f73260494e6f94eb3054045a56269a…
[Unity] Could not create texture from Assets/max/Materials/BACKPACK2NORMAL.PSD: File could not be read
Can give more details upon request…
regards