Looking at this video for a community project, I enjoy these type of run-throughs as they help demonstrate what type of expectations are required, I look forward to other content that you might decide to share
Hey Matt, this is great! Thanks! You mention at the end that you might be making another video on how to also run unit tests with GitHub actions. Do you still plan on doing so?
One thing that needs mentioning is that gableroux uses linux containers so for you to be able to install even the windows node of unity3d hub.docker.com/layers/gableroux/unity3d/2019.3.0f6-windows/images/sha256-9079b8c40b6adc0c56dc864ace4b7f4500e9a6cfefdf615500cc0e4cc251784a?context=explore and you'll need to switch your docker to linux containers if you haven't already done so.
This did end up being the case when I upgrade our project to 2019. When I was on the version used in the video, we could build both windows and Mac OS with the image that had no suffix. Now I have to check out an image for each build.
Great video! Thinking about doing this in order to setup a Jenkins pipeline for a few game dev friends of mine. Am I correct in assuming that I can do the decrypting of the unity license via jenkins credentials?
If you have access to a system of Jenkins on it, there's no need for the license to live in the repo. You can activate unity in a separate command on your Jenkins instance. As long as you're Jenkins instance is secure and nobody has access to it, you don't need to encrypt your license. And if for whatever reason you feel like you need to encrypt your license on Jenkins, you absolutely can. They're actually a ton more advantages of going Jenkins too. You can keep all of your cash from your builds. Your build times will be way quicker. In hindsight the method I outlined in this video really isn't ideal for a big projects 😁
I'm having trouble adapting this for a webGL build, I get this error "/Path does not exist /home/runner/work/3DProject/3DProject/bin-web " for a webgl build when I try to archive it. Does anyone have any idea where the webGL build ends up?
Looking at this video for a community project, I enjoy these type of run-throughs as they help demonstrate what type of expectations are required, I look forward to other content that you might decide to share
nice, thank you for posting this.
Thanks for checking it out :D
Hey Matt, this is great! Thanks! You mention at the end that you might be making another video on how to also run unit tests with GitHub actions. Do you still plan on doing so?
I was getting 'bad decrypt' during the license file decypt stage.
I fixed this by adding '-md md5' to end of the openssl command
One thing that needs mentioning is that gableroux uses linux containers so for you to be able to install even the windows node of unity3d hub.docker.com/layers/gableroux/unity3d/2019.3.0f6-windows/images/sha256-9079b8c40b6adc0c56dc864ace4b7f4500e9a6cfefdf615500cc0e4cc251784a?context=explore and you'll need to switch your docker to linux containers if you haven't already done so.
This did end up being the case when I upgrade our project to 2019. When I was on the version used in the video, we could build both windows and Mac OS with the image that had no suffix. Now I have to check out an image for each build.
@@chatrat12 yeah and split builds in different workflows for each OS
thanks, 3:30 any reason why you used SSL instead of gpg?
Im confused. Do you need to put the docker image on your github? What was the point of messing with docker?
Great video! Thinking about doing this in order to setup a Jenkins pipeline for a few game dev friends of mine. Am I correct in assuming that I can do the decrypting of the unity license via jenkins credentials?
If you have access to a system of Jenkins on it, there's no need for the license to live in the repo. You can activate unity in a separate command on your Jenkins instance. As long as you're Jenkins instance is secure and nobody has access to it, you don't need to encrypt your license. And if for whatever reason you feel like you need to encrypt your license on Jenkins, you absolutely can.
They're actually a ton more advantages of going Jenkins too. You can keep all of your cash from your builds. Your build times will be way quicker. In hindsight the method I outlined in this video really isn't ideal for a big projects 😁
@@chatrat12 Thanks for the advice! I'd definitely love to see a version of this video that uses Jenkins.
Thanks for sharing, this is a great tutorial.
Can we build the .apk without unity editor?
I have not targeted any mobile platforms yet. You'll always need the editor in you docker image to build your game.
did you find a solution for it?
I'm having trouble adapting this for a webGL build, I get this error "/Path does not exist /home/runner/work/3DProject/3DProject/bin-web " for a webgl build when I try to archive it. Does anyone have any idea where the webGL build ends up?
rockstarpoe7 it should end up in the build folder where you build it to. It should also have a index.html file and a web config.
same problem here, have you managed to solve it?