How to build your Unity game with Game CI and Github

แชร์
ฝัง
  • เผยแพร่เมื่อ 17 ม.ค. 2025

ความคิดเห็น • 68

  • @Th3RealJ0K3R
    @Th3RealJ0K3R 3 ปีที่แล้ว +2

    You are seriously, a goddamn hero. Thank you so much!

    • @lp-games
      @lp-games  3 ปีที่แล้ว

      Did it make that much difference? I'm just walking you through the documentation 😂 glad to be of service

  • @mehmetalisecgin8255
    @mehmetalisecgin8255 ปีที่แล้ว +1

    Thank you so much for this video! I wanted to use the same techniques we use in our company which are entirely irrelevant to Unity. And Now I can do that. I appreciate it. Good work!

  • @vkarasik
    @vkarasik 3 ปีที่แล้ว +1

    Many thanks, it's fantastic - short, focused, clear!

  • @RajOnTheStreet
    @RajOnTheStreet ปีที่แล้ว +1

    For some reason this is no longer working for me :(

  • @mrtalukdarr
    @mrtalukdarr 3 ปีที่แล้ว +2

    Much needed video !

  • @ElboxD
    @ElboxD 2 ปีที่แล้ว

    Best tutorial I've found. Thanks!

  • @MicheleRossi
    @MicheleRossi 3 ปีที่แล้ว +1

    thanks! just what i need, it works like a charm

  • @MrSwan-tm5wj
    @MrSwan-tm5wj 3 ปีที่แล้ว +3

    Followed example - activation.yml doesn't spawn a workflow that I can click on. ie no workflow_dispatch. Fixed it - the branch master has to be default.

  • @BlueGooGames
    @BlueGooGames 2 ปีที่แล้ว

    Great tutorial, thank you so much! I got it all running now, next step is to publish to steam as well :)

  • @ArikOlsh
    @ArikOlsh ปีที่แล้ว

    Would love to see how you build & deploy to iOS testflight.

  • @VitorSoares_GameDev
    @VitorSoares_GameDev ปีที่แล้ว

    Thank you, it worked great.

  • @xXjoakinXx1
    @xXjoakinXx1 3 ปีที่แล้ว

    Thanks for make the life easier to all indie game developers :3

  • @user-qr4jf4tv2x
    @user-qr4jf4tv2x 7 หลายเดือนก่อน

    i went to unity hub and generate alf next after uploading it ask for serial number does that mean this no longer works? because 11:21 it didn't ask me for personal it just went straight to serial number

  • @fricknfrackgames6558
    @fricknfrackgames6558 10 หลายเดือนก่อน

    Have you done a video for iOS builds?

  • @Fragnatix
    @Fragnatix ปีที่แล้ว

    How to test for a newer version of Unity? It seems that a 2019 license is not working well with 2021?

  • @Luturol
    @Luturol 2 ปีที่แล้ว

    Great tutorial it helped me a lot

  • @coolblackguy
    @coolblackguy 4 หลายเดือนก่อน

    we need updated version of this video because all of this doesn't work any more

  • @JayadevHaddadi
    @JayadevHaddadi 2 ปีที่แล้ว

    Super useful, super cool!
    I just didnt catch from where we can check the other builds, like windows build, or where we can get the error log... ?

  • @corndogblue7
    @corndogblue7 ปีที่แล้ว

    Any way to set a #define from the build script?

  • @AndersonMarquesss
    @AndersonMarquesss 2 ปีที่แล้ว +1

    Thanks for the video, I was facing some issues while compiling WebGL, but the problem was an deprecated unity graphics API, after removing it the compilation passes successfully.

    • @lp-games
      @lp-games  2 ปีที่แล้ว +1

      WebGL always causes some issues! It's definitely a love/hate relationship 😅

  • @workingthread4211
    @workingthread4211 2 ปีที่แล้ว +1

    Wouldn't cloud build times be faster if the Library folder was pushed to github as well? (I'm aware that the folder might be gigantic in size)

    • @lp-games
      @lp-games  2 ปีที่แล้ว

      Yes it would be slightly faster. However that's what the caching does. The first time you make a build it will take the longest. But at the end we cache the library directory so the next time you make a build it will download that cache at the start speeding up the build dramatically.

  • @workingname8915
    @workingname8915 2 ปีที่แล้ว

    Can the same stuff be done using "windows-latest" instead of "ubuntu-latest" as a host machine for github-actions?
    My app seems to have a ton of problems compiling under Ubuntu and on my Windows 10 environment everything is just working fine

  • @JohnWeland
    @JohnWeland 2 ปีที่แล้ว +1

    Thanks you for this, its helped me get started. I am having to work through some issues in the testRunners where they failed with "GooglePlayServices not being available in this context". The same error you see if you don't tell Unity it is Android. But I don't see where in the testRunner (the job that fails) where to set that context.

    • @lp-games
      @lp-games  2 ปีที่แล้ว

      I'll take a look when I have time, but you could ask the experts here ;)
      discord.com/invite/WyPN5r9

    • @JohnWeland
      @JohnWeland 2 ปีที่แล้ว +1

      @@lp-gamesoh hey thank you. I was mostly just stating where I am in the process but any help is appreciated. I hope to see more videos on Unity CI/CD in the Github space. Keep up the awesome work.

    • @lp-games
      @lp-games  2 ปีที่แล้ว

      @@JohnWeland let me know if you have any special requests. I'm debating at the moment if I should make something focused on game jams (deploying to itch.io) or doing a series on Steam.

    • @JohnWeland
      @JohnWeland 2 ปีที่แล้ว

      ​@@lp-games All of those sound great. What would be most useful for my case anyway is CI/CD specifically for Unity -> Android. A buddy and I started making a game to learn the process. I'd love to see an Android example that uses the playservices API, does tests, builds, deploys to a test track in the Play Store.
      I am trying to figure out tests builds and deploys via pipelines. How to obviously, but also "when" to. Do we run tests every push or only when pushing from a feature -> development? Do we do a build everytime or only on PRs? Do we deploy to Play Services every commit to main/master or only when we tag a release? How can we automate the version increase of the APK with our gitops?
      I could see a whole series on this, not just the how but the when/why.

    • @lp-games
      @lp-games  2 ปีที่แล้ว

      @@JohnWeland I don't like telling people what they should do, but I cam share what I tend to do.
      Sure I could do an android tutorial. I have a build deploy to play store somewhere :)

  • @MaxDolotboy
    @MaxDolotboy 2 ปีที่แล้ว

    Why is there no more activation and template.yaml file in your Github repo when I follow the link ?

    • @lp-games
      @lp-games  2 ปีที่แล้ว

      What do you mean? The activation file is here:
      github.com/yanniboi/RogueCI/tree/main/.github/workflows

    • @geoffreyhendrikx
      @geoffreyhendrikx ปีที่แล้ว

      @@lp-games We cant see it?

    • @lp-games
      @lp-games  ปีที่แล้ว

      @@geoffreyhendrikx That is strange, its a public repo and I can see this file without being logged into github: github.com/yanniboi/RogueCI/blob/main/.github/workflows/activation.yml
      If you can't see it then I have no idea what that might be

  • @robertwyszecki2799
    @robertwyszecki2799 3 ปีที่แล้ว

    Great thanks !!!

  • @JohnVanderbeck
    @JohnVanderbeck ปีที่แล้ว

    I you have a pro license for Unity do you need to buy a second license just to run CI?

    • @lp-games
      @lp-games  ปีที่แล้ว

      No not at all. If you have a plus or pro license you can use that for your ci
      game.ci/docs/gitlab/activation#unity-pluspro

  • @jatustudiobox3986
    @jatustudiobox3986 3 ปีที่แล้ว

    Creat video.
    I have a question. Can this solution apply with 3 developer in same pipeline?

    • @lp-games
      @lp-games  3 ปีที่แล้ว

      I dont understand what you mean. Can you give me an example?

    • @jatustudiobox3986
      @jatustudiobox3986 3 ปีที่แล้ว

      @@lp-games Sorry for not elaborating more. 🙂 And thank you so much for your reply. In fact, I am amateur in Unity development. My development team has three developers, my problems are below. 🤔
      1. Can Three Developers work on same GitHub repository for Unity development?
      2. If above question is 'Yes', I am not sure about development license. Can I use only one license for GitHub Action CI process by follow your video suggestion?
      3. Is webbertakken/unity-test-runner@v2 an 'unit test'?
      4. Is webbertakken/unity-builder@2 a build tool?
      If I misunderstand, please advise me.
      Thank you so much in advance.

    • @lp-games
      @lp-games  3 ปีที่แล้ว +1

      @@jatustudiobox3986 yes you are correct in all of those points.
      Your developers can all work on different licenses locally and github license can be separate, and they can all push code changes to github without any problem.
      Yes the test runner is for "unit tests" but there are two types of tests that you can create in unity. Editmode tests which just test the code without running the engine, and playmode tests which can load scenes and prefabs and actually test behaviour in unity.
      And yes the builder is what builds out your code to different platforms.

    • @jatustudiobox3986
      @jatustudiobox3986 3 ปีที่แล้ว

      @@lp-games Thank you so much for your reply and advise. 😊 I have an additional questions.
      Can GitHub Action automated deploy to Google Play Store for Android and App Store for iOS?
      Though, if I have more questions, may I me ask again later.

    • @lp-games
      @lp-games  3 ปีที่แล้ว +1

      @@jatustudiobox3986 yes it can be done. I will hopefully get around to those tutorials at some point but for now I'm focussing on gitlab and github later. If you have more questions you can always ask in the game.ci discord server (link is in the video description). They are very helpful 👌

  • @vladkostin7557
    @vladkostin7557 ปีที่แล้ว

    Does this still work? I keep getting "Activation failed"

    • @lucas90gs
      @lucas90gs 9 หลายเดือนก่อน +2

      I don't think so, this license workflow has been deprecated by Unity

    • @eddyvu8109
      @eddyvu8109 6 หลายเดือนก่อน

      so there is no way to do this? with github action =((((

  • @CodingGustavo
    @CodingGustavo 3 ปีที่แล้ว

    How do I change the unity version that 'Get Unity license activation file' gets? By default it gets a specific version, that differs from my need

    • @lp-games
      @lp-games  3 ปีที่แล้ว

      Dont worry about that. The license generated works for all versions of unity:
      github.com/game-ci/unity-request-activation-file/issues/71

  • @blizzardlizard5614
    @blizzardlizard5614 3 ปีที่แล้ว

    During the build for WebGL and for Windows (since I am not building for android), I get an error titled
    "Branch is dirty. Refusing to base semantic version on uncommitted changes"
    As well as warnings that things in M Library have been changed

    • @lp-games
      @lp-games  3 ปีที่แล้ว

      That error means that something in your build CI is modifying a file (the error should be also telling you which files are changed). If you cant fix this in git, there is a flag on the unity-builder for allowDirtyBuild that you can set to true ( game.ci/docs/github/builder#allowdirtybuild )

    • @blizzardlizard5614
      @blizzardlizard5614 3 ปีที่แล้ว

      @@lp-games Right, and it does say what files are being modified- they all seem to be files in the library- but I do not know why those files are being changed or how to stop them. Is it something to do with the artifacts or caching maybe?

    • @lp-games
      @lp-games  3 ปีที่แล้ว

      @@blizzardlizard5614 ahh that makes sense.
      Yea you dont want to track the library files in git. Do you have a .gitignore file for unity? If not you can use this one: www.toptal.com/developers/gitignore/api/unity and remove all your library files from git.

    • @blizzardlizard5614
      @blizzardlizard5614 3 ปีที่แล้ว +1

      @@lp-games I do have one, but for some reason it isn't working correctly, which folder is it supposed to be in? The root folder, alongside the assets and library folders, right?

    • @lp-games
      @lp-games  3 ปีที่แล้ว

      @@blizzardlizard5614 yup that's right. But having it won't remove files from git if they were already tracked. Have a look at the section "How to remove committed files from Git version control" betterprogramming.pub/how-to-remove-committed-files-from-git-version-control-b6533b8f9044
      So use `git rm --cached Library ` and any other folders that need ignoring and commit the changes.

  • @emirhan2419
    @emirhan2419 2 ปีที่แล้ว

    i am taking two warning.
    1) No files were found with the provided path: build/WebGL. No artifacts will be uploaded.
    2) Library folder does not exist. Consider setting up caching to speed up your workflow, if this is not your first build.
    And i cant get my webgl build in artifacts, how i can solve this?

    • @lp-games
      @lp-games  2 ปีที่แล้ว

      Did you figure this out? If you still need help join my discord and message me :)

  • @rajeshsinghamahapatra
    @rajeshsinghamahapatra 7 หลายเดือนก่อน

    Unity stopped the manual activation so nothing will work

  • @chuanlongchen2257
    @chuanlongchen2257 3 ปีที่แล้ว +1

    cool

  • @malefic666
    @malefic666 6 หลายเดือนก่อน

    none of listed scripts are working - "no space left on device"
    i think you dont even tested your own code on project a little bigger that empty Unity tutorial
    dead solution

  • @GodBurstPk
    @GodBurstPk 7 หลายเดือนก่อน

    Copy pasting is not a tutorial...