Thursday, March 29, 2012

Unity3d and custom AndroidManifest.xml: post processing when pre-processing doesn't work

In our Unity3d project, we need a custom AndroidManifest.xml. Our first use was to increase the build number. This is required so that our files can be deployed to appaloosa-store. Like testflight the store requires new versions to have an increased version number.

Unity3d: generating files using stringtemplate during the build

In our Unity3d project, we have a need to generate a few files from templates. We use Antlr (3) stringtemplate library to perform the operation. This is how we do it:

Deploying to appaloosa-store from the command line

Those using http://appaloosa-store.com for storing their private applications can now use the following ruby client to deploy applications from the command line. It's heavily inspired by the Jenkins plugin.

Thursday, March 1, 2012

Unity3d: from commit to deployment onto tester devices in 20 min using Jenkins

In our goal to automate most of the development process, at We Want To Know, we've set up a Jenkins build server that continuously generates our builds and distributes them to our testers.

There are quite a few pages on the Web to explain how to make testflight deployment for xcode projects. Yet I haven't found a page that describes step by step instructions to set up a build pipeline for unity3d projects, which bear a few differences and caveats.

So here are some notes that describe the current setup of our CI server, the tradeoffs, and some of the future improvements. We use Jenkins, but you can reuse most of the notes here to set up your own solution.