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Automated Builds with Gitlab and Unity by Armin Kubat

Automated Builds with Gitlab and Unity by Armin Kubat

Talk from Armin Kubat at the Unity Vienna Meetup (Q2 2020)

Recording of the talk: https://www.youtube.com/watch?v=_4DeBEfXFKE&list=PL31HqekZ4IAmI1MTdiBFRT89TXQszDKOi

Bitbucket Repo: https://bitbucket.org/Tolminer/gitlab-unity-build-demo/src/master/

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Transcript

  1. It's a DevOps platform source code management issue tracking container

    registry build in CI/CD etc... Open Source Community Edition 3
  2. GitLab Runner executes jobs from the GitLab-CI Coordinator available for

    Linux, macOS, Windows executes commands shell, Docker, ssh ... concurrent job execution 9
  3. Registration ./gitlab-runner.exe register GitLab URL registration token admin rights required

    for shared runners runner tags e.g.: unity2019.3 xcode windows 10
  4. iOS Builds you can create XCode projects on windows set

    execute permission for shell scripts "cheap" Mac mini as XCode runner no burst compiler 12
  5. Runner and Hardware use fewer powerful runner machines fast SSD,

    CPU and RAM is most important concurrency == less license costs 13
  6. Asset Processing keep the memory footprint low use asset paths

    instead of objects load assets only when needed use EditorUtility.UnloadUnusedAssetsImmediate() !!! also deletes referenced objects !!! 14
  7. Reduce Import Time 1. use the same Unity version in

    your team 2. select the same platform 3. use the Unity Cache Server 15
  8. Unity Cache Server caches the converted assets depending on import

    settings depending on platform depending on importer version Does not cache shaders 16