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On Windows output is not logged to the console, but to the default log file location.Android is the only mobile platform that Unity spits out the app directly.
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Creating a build with Unity is generally two steps: build the player, then build the native project that Unity spits out.So what are some gotchas with Unity builds? The GetScenes method we’ll reuse throughout, it grabs the level settings you have saved in Unity. This would use the default player settings you have declared for Android in your Unity project. Then you would need a class in your Unity project in an Editor folder such as this Android example: Generally you invoke a Unity build like this from command line on Windows: For making a build, you invoke a specific method in one of your scripts that starts the build via Unity’s editor APIs. Basically there are a set of command line options for running Unity.exe documented here. So how do Unity builds from the command line work exactly? A little weird. Some of the features of IL2CPP and PlayerSettings.shortBundleVersion are not available prior to 4.6.3. NOTE: we are currently using Unity 4.6.3, so code in the BuildScript class will change slightly for different versions of Unity. If you are looking for an intro on FAKE, check out my earlier blog post on it. We also chose to use FAKE, as we get all the benefits of checking our build scripts into source control, etc.
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So setting up Unity builds ourselves, seemed like a great option. We already have TeamCity setup, with a build agents running on a PC and a Mac for other apps.
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Not much control over Unity player settings.Only iOS and Android are currently supported (we need Windows, too).Unity has released Unity Cloud Build, which is a nice solution, but it doesn’t fulfill our needs: Unity builds can be painfully slow at times, so not automating them is a huge productivity killer. So among the different types of games and apps we build at Hitcents, one particularly troublesome type to deal with is basically any game built with Unity.
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