A few days ago I was in Paris at the Jenkins User Conference where I hold a talk on how we use jenkins to power our unity3d build pipeline. This can serve as entry point to someone who wants to do CI using that platform.
You can find the slides from the talk in this PDF.
If you wish more editing options or more Unity3d material, this zip file contains the original LibreOffice slides and attachments. The original presentation contain a few hidden slides that are a bit Unity3d specific and didn't deserve to be shown to a Jenkins user audience.
As for the tools used or created to support the pipeline, here are the relevant links:
Feel free to edit / reuse / etc. The slides theme and sponsor logos aren't (obviously) mine.
Wednesday, May 2, 2012
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.
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.
Wednesday, February 29, 2012
Downloading and installing/upgrading Unity3d on Mac OS X from the command line
If you ever need to install/upgrade Unity3d on a remote mac OS X machine and you only have shell access, here is how you can do it:
Monday, February 20, 2012
Automating the management of iOS provisioning profiles with Jenkins
Manupulating iOS provisioning profiles is a bothersome process. Once you have added a device to a provisioning profile, you need to distribute it to your team, add it to the XCode Organizer, and register it in your XCode project sign configuration. Most of this can be now be completely automated.
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