![]() It has its quirks, like long build times and missing features ( I can’t remove my old iOS signing credentials, only add extra ones…), but it does its job.īut what if you need to interact with the platform API’s, and there’s no Unity convenience wrapper for them? Luckily, you can also interop between Unity and the platform-dependent Java or Objective-C code by calling methods on them via C#. I added our project to Unity Cloud Build, and it worked within an hour for both platforms. From our experience, that’s not true, because although we had a Pro account, we could not add any repositories to Cloud Build until we purchased Team Advanced separately (which at $9 a month is at a quite fair price, but still). The pricing pages are very misleading, they state it requires Unity Teams Advanced, and when you follow the link, it says with large letters that you get Teams Advanced free with Unity Pro. It is exactly what I was looking for, it can build and distribute (via a share link) Android and iOS apps built from a repository. But it has one main problem: it requires the Unity executable for the invocation, and the Buildozer Android builders run on Linux, which is not supported by Unity. It is possible to write scripts, which you then can invoke via your command line to export the project. ![]() Since I have already achieved a working build with this workaround, I started investigating if we could export the projects automatically on the Buildozer nodes after checkout. ![]() So I had to find an alternative solution. Soon, it would take a coffee break to clone the repository for someone else (or the CI tool). ![]() Also, a lot of these binary files change frequently and are quite large, so the overall size of the git repo was increasing at an alarming rate.
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