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How to set 'Use pre-built Engine" from script (buildpipeline)?

Hello! I cannot figure out how to set/unset *Use pre-built Engine* from **script**. When this option is set, the build process throws an exception: Exception: 'Pre-built engine' option is not supported...

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Separating Unity-related scripts and actual domain model

Hi. I'm originally a non-game software developer and am used to development using tools to automate testing, do static analysis, etc... I was wondering if this is possible in Unity, and if it even...

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Asset bundle scene without dependencies

In Unity 5.6, when calling public static AssetBundleManifest BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);...

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Installing Unity 2017.1.0f2 In Docker Container

I am attempting to create a Docker container to handle my build pipeline for Unity. In my Docker container I am running Ubuntu 16.04. Everything seems to work just fine until I actually try to run the...

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BuildPipeline.BuildAssetBundles doesn't omit Editor script paths

When using BuildPipeline.BuildAssetBundles() I get a ton of errors like this: Assets/tools/Mega-Fiers/Editor/MegaFiers/MegaOBJExportEditor.cs(3,7): error CS0246: The type or namespace name...

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BuildPipeline and Autorunplayer

Setting up a simple build pipeline with a set of options. This doesn't seem to work. var options = new BuildPlayerOptions(); options.scenes = scenes; options.locationPathName = "Builds/OSX/" + name;...

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Moving file failed

Copy file failed access is denied when I package with BuildPipeline ![BuildPipeline.BuildAssetBundles(outputPath, BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget);...

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Create text file of folder structure via EditorScript

[MenuItem("Assets/AssetBundle/StandaloneWindows")] static void ExportBundleStandaloneWindows() { //Windowws string bundlePathWin = _remotePath + "StandaloneWindows"; if...

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Build gets stuck spamming error "Shader compiler: failed to get available...

Having a weird build machine issue I can't seem to find a solution for. Our autobuilder occasionally gets stuck trying to access the shader compiler and just loops forever. Doesn't happen when running...

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Build hang on compiling scripts in Unity 2018.2

Since we upgraded to Unity 2018.2.11f1 from 2017.4 we're getting random hangs in our automated build process. The hang seems to mostly occur after a successful build when Unity is reimporting scripts....

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How configure Teamcity for Unity project?

Hi, everyone. I see no really useful information in the web by searching Teamcity + Unity3D integration. Could someone provide help with setting Teamcity CI software to work with Unity projects for iOS...

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Cloud Diagnostics (formerly Performance Reporting) doesn't track an error...

When I manually build an Android APK I get errors shown in the Cloud Diagnostics. But if I build my build using Jenkins, no errors are reported. Where is the problem? I already used this in the command...

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Multiple shader recompiles for each scene

Unity 2018.2.10f1 PC Standalone/VR We have a project that has about 15 scenes. I've just added some shader variant stripping code and also with some logging indicating what variants are being built....

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How can I get Unity to respect mcs.rsp changes between multiple builds?

We have a CI setup that we use to create out builds for us. When we are prepping a release we make two builds back-to-back; A development build with all debug options on, and a Release build. We do...

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How can I interfere unity build pipeline

I'd like to add some compiler options to unity build flow when enabled il2cpp. e.g. add something like CXX_FLAGS=xxxx or set my own clang compiler when compiling the .cpp to .so file for Android. Is...

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How to build from script while using build settings from editor?

I want to perform some things everytime I make a build, but I don't want to change the build settings. Basically I want to be able to change a setting in Editor's Build Settings window (say, change...

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How to build a single asset bundle?

Hello! I know I can use BuildPipeline.BuildAssetBundles to build all the asset bundles in a unity project. However, I would like to build just a single asset bundle. BuildPipeline.BuildAssetBundles...

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Where is UnityPurchasingEditor, TargetAndroidStore and AndroidStore?

Hi everyone. I am working on my build script in order to publish my first game on Android and I am facing a problem regarding switching target stores from that script. Am I blind or there is no API...

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Build command fails on Azure

Hello, I am using Dinomite-Studios/unity-azure-pipelines-tasks (https://github.com/Dinomite-Studios/unity-azure-pipelines-tasks) to create builds inside Azure. In one of the tasks, the UnityEditor.exe...

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Share same assets with multiple standalone builds

I am working on a project in which I have to make different executables for every scene but they all will be sharing same or majorly similar assets. So I want to make a folder from which all the...

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