Unity Cloud Build Open Beta
Currently open for Pro users, sign up and let us know what you think. Please keep all conversations about Cloud Build within this forum.
Unity Cloud Build Open Beta
Currently open for Pro users, sign up and let us know what you think. Please keep all conversations about Cloud Build within this forum.
Are there any plans to support Unity Asset Server?
Will you support other platforms like standalone PC and Mac in this beta ?
is there a way to specify custom defines (Scripting Define Symbols) as part of the configuration for builds ?
is there support for PostProcessBuild Attribute ?
Getting empty page with “Application error” (after clicking login)… maybe too much traffic?
*ok, got in after few tries
This is so exciting.
I just tested a small demo project and it works!
The build time was a little slower than I expected but it wasn’t terrible.
I could get back to work while the build happened in the cloud.
Looking forward to the day when I can use this to build all 17 platforms at once.
I haven’t configured iOS yet. I have to get back to the office for that. I might go back tonight just to try it.
This is fantastic!
Quick question, is it ok to only have the “Assets” and “ProjectSettings” folder on the repo to keep thing small and tidy?
Hi Oddgoo.io - thanks for trying out the service! We’re really pleased that you like it so far.
When the Unity Cloud Build system builds your project in the cloud, it needs to access all the same folders & files you use to build your project in your local Unity Editor: Library, Assets, and ProjectSettings.
One further piece of information: if those files and folders (Library, ProjectSettings, Assets) are not in the main (root) folder of your code repository, we’ll need you to provide us with the “subfolder” path to where those files reside.
Let us know if you have any problems!
@hypeNate @ Can you please reply my question about the support for Unity Asset Server?
Don’t you just mean Assets and ProjectSettings? Library should never be in source control.
@superpig and @oddgoo-io - Sorry! I misspoke - yes, you are right. We build the Library on our side (and can cache it if you want us to, which speeds up the build). How is it going so far? Are you able to build your project?
@luispedrofonseca - at this time we don’t support Asset Server. Regarding plans to add support, I think it depends on how the beta goes & what users ask for the most.
@hypeNate Thanks for replying. Unfortunately, that doesn’t make ANY sense… So Unity basically lures users into buying the incredibly over-priced Team License for a half-baked versioning system and now, one of the coolest features of Unity doesn’t even support it and there are no plans for it?!
Thank you for your reply!
It did build! But weirdly enough, one or two meshes became completely transparent in the executables. I looked in the build logs for any mentions of the mesh, material or prefab but there were no warnings related to them.
@oddgoo-io - that IS weird. I’ve never seen that happen before. When you do a clean build on your local machine, does it do the same thing? Are you including any external frameworks or anything like that?
If this continues to happen, file a support ticket with us and give us your App ID and the Build # where you saw the problem and we can check it out. Thanks!
Is the service still accepting new users? I had a break and went to try it out and got sent to a /WAITING page. I have a Unity PRO + iOS Pro license.
Gigi
@Gigiwoo - Yes we are! We are admitting users in waves, in order to ensure system performance. If you are not admitted in the next day or so, please tag me on this forum thread and I’ll get in touch with you.
Thanks for your patience!
For me, the wait list was quite underwhelming.
I was all set to be annoyed but it ended up being less than 2 hours between when I signed up and when I got the email telling me I was granted access.
So far, I’m quite impressed.
A clean build produced no such errors. We do have a couple of frameworks integrated tho! Soom.la (which actually does a post-build operation ! ) GameAnalytics, and Parse.com. I will try disabling Soom.la for now, and see if that solves the issue. Thanks!
Sure makes me glad we haven’t shelled out for the Asset Server, at any rate. (Which, from Unity’s point of view, is certainly a sentiment that should be avoided at all costs…)
If you’re not going to support Asset Server on UCB, then perhaps it’s time to declare the Asset Server a failure and/or make it free. The only reason to even consider not supporting Asset Server in UCB is that not enough customers have bought Asset Server to make it worthwhile - which is to say, it’s an abject failure. Making it free would probably make it an overnight success, and make it worth adding to UCB. Discontinuing it on the grounds of it being such a failure would be sensible as well.
@StarManta and @luispedrofonseca - most of the Asset Server customers we have talked with are running it on their local / internal network, which makes accessing it much more difficult for Unity Cloud Build.
I have 2 thoughts on this:
I would think the obvious move here would be to not merely add UAS support as “another place UCB can get its version data from” (although I would expect that as a bare minimum given its cost and the fact that it’s made by the same company), but go a step farther: Make that $500 license include a UCB account which itself serves as your UAS server. That would be a killer app. That might be a reason for our studio to get UAS, even.