You can build an iOS app under Windows, but the whole Xcode-part must still be done on a Mac.
A possible solution is the asset iOS Project Builder for Windows
Dudes, I frickin love this thing! TB Switch was awesome and this just works smooth as butter first time building to Android, iOS, Mac and PC.
Questions:
Is there a way to get TBP to take the Xcode project and compile it, and output the archive (what we submit to the App Store) to a specified directory? Maybe as a Method in Config? (FYI, I’m on a Mac)
Zip Method? Could you give me a sample Method in the TBP Config section for say zipping the contents of a build and putting that in a directory?
Git Method? How about an example Method for getting the latest git at the start of all builds?
Still loving TBP. I’ve switched up my project to using Addressables. This requires building Addressables for each platform and before the platform is built. Is there any support for building Addressables using TBP?
Have you tried “AddressableRebuilder.cs” from “Assets\Plugins\crosstales\TurboBuilder\Example Integration\Editor”?
You have to open the file and change line 1 from “false” to "true.
To create a build for a given platform, Unity always has to switch to it.
Anyway, if you want to have the same default platform after every build, you could edit the file “SwitchBackAfterBuild.cs” under “Assets\Plugins\crosstales\TurboBuilder\Example Integration\Scripts\Editor”.
Just remove the first and second last line in the file and change the variable “target” (line 11) to your desired default target.
Hello Stefan, we use TurboBuilder quite a lot and recently start using TurboSwitch as well.
I think there is one thing could be upgraded for building multi- configurations.
For example:
For each platform, we need to build couple configurations, and its differentiate from platform to platform.
Each configuration may have some different setting overrides
Windows client
Windows local server
Windows headless server
Linux headless server
Playstation Client
Playtation Server
Andorid companion app
iOs companionion app
if turbo build can create an inteface for hooking up a scriptable obect to define override setting for each platform would be super useful
We recommend that you take a look at the “Example Integration” - you could create you own menu or window that allows you to build all your versions.
If you need help, let us know.
However, your input is very valuable and we plan to do something like you proposed, but it’s not a quick&easy task and has to be planned and implemented accordingly (which will need time). So we can’t give a promise nor ETA right now.
yes we have been doing our own interface on top, but its not as ideal as you guys having it out of box.
Would love to see that coming. That said, one extra note.
CLI access to specify witch overriding scriptable asset to be involved would also really help automation.
Question:
is the TurboSwitch caches being used for build?
is the caching includes some of the library folder like, package cache folder?
how about custom packages are they cached as well?
It depends on the Unity-version. If you are using 2020 or newer, TurboSwitch no longer caches any data and uses Unity to do the job. Otherwise, you can configure which folders are cached.
I’m using TurboBuilder when I cancel a build sometimes, it says Turbo Builder shows a message “Turbo Builder PRO is busy, please wait…” perpetually until I restart the editor.
Is this a known issue?
Thanks
Edit: It’s very hard to reproduce. Sorry I may not be of more help.
Thanks! Will just get the update when you guys roll it out on the Unity Asset Store because the problem
itself is sporadic. I’m having another strange issue though with Turbo Builder pro, when I build with the Build All
button, the prefabs don’t seem to build correctly (I guess wrong UUID’s? not sure). Also the build all stopped working with some error saying “Directory not found” when building player exception.
First a question regarding the first issue: do you use TB in combination with our Turbo Switch?
TB itself certainly doesn’t interfere with the prefabs - it uses the standard build process from Unity to create builds, so something else must be the reason.
About the problem with the directory: have you enabled “Add Name To Path”, “Add Version To Path” or “Add Date To Path”? If that’s the case, what are your values (name, version, date format)? I assume it may contains invalid characters for the path or your project path exceeds more than 255 characters. Apart from that, I can’t imagine the reason for the issue.
Yeap I use TB and TS in combination I got the full collection together haha. I can’t tell if the prefab issue still persists because now it doesn’t build the win64 build at all but builds the iOS and Android builds which I haven’t tested so far(Btw, it only happens with Fusion Networked Prefabs).
Would like to confirm that I’ve not enabled “Add Name To Path”, “Add Version To Path” or “Add Date To Path”
I will investigate further and see if I can find a way to build a project to reproduce the issue.
Till that time I guess I’ll avoid using the Build All feature.