Builder
Building the project as part of a workflow may help to create mind-space and focus on the project itself.
Use Unity - Builder to automatically build Unity projects for different platforms.
Basic setup
By default, the enabled scenes from the project's settings will be built.
Create or edit the file called .github/workflows/main.yml
and add a job to it.
Personal License
Personal licenses require a one-time manual activation step (per unity version).
Make sure you acquire and activate your license file and add it as a secret.
Then, define the build step as follows:
- uses: webbertakken/unity-[email protected]
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
with:
projectPath: path/to/your/project
unityVersion: 2020.X.XXXX
targetPlatform: WebGL
Professional license
Make sure you have set up these variables in the activation step.
UNITY_EMAIL
(should contain the email address for your Unity account)UNITY_PASSWORD
(the password that you use to login to Unity)UNITY_SERIAL
(the serial provided by Unity)
Define the build step as follows:
- uses: webbertakken/unity-[email protected]
env:
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }}
with:
projectPath: path/to/your/project
unityVersion: 2020.X.XXXX
targetPlatform: WebGL
That is all you need to build your project.
Storing the build
To be able to access your built files, they need to be uploaded as artifacts. To do this it is recommended to use Github Actions official upload artifact action after any build action.
By default, Builder outputs it's builds to a folder named build
.
Example:
- uses: actions/upload-artifact@v1
with:
name: Build
path: build
Builds can now be downloaded as Artifacts in the Actions tab.
Caching
In order to make builds run faster, you can cache Library files from previous builds. To do so simply add Github Actions official cache action before any unity steps.
Example:
- uses: actions/[email protected]
with:
path: path/to/your/project/Library
key: Library-MyProjectName-TargetPlatform
restore-keys: |
Library-MyProjectName-
Library-
This simple addition could speed up your build by more than 50%.
Configuration options
Below options can be specified under with:
for the unity-builder
action.
projectPath
Specify the path to your Unity project to be built. The path should be relative to the root of your project.
required: false
default: <your project root>
unityVersion
Version of Unity to use for building the project. Use "auto" to get from your ProjectSettings/ProjectVersion.txt
required: false
default: auto
targetPlatform
Platform that the build should target.
Must be one of the allowed values listed in the Unity scripting manual.
required: true
buildName
Name of the build. Also the folder in which the build will be stored within buildsPath
.
required: false
default: <build_target>
buildsPath
Path where the builds should be stored.
In this folder a folder will be created for every targetPlatform.
required: false
default: build
buildMethod
Custom command to run your build.
There are two conditions for a custom buildCommand:
- Must reference a valid path to a
static
method. - The class must reside in the
Assets/Editor
directory.
example:
- uses: webbertakken/unity-[email protected]
with:
buildMethod: EditorNamespace.BuilderClassName.StaticBulidMethod
required: false
default: Built-in script that will run a build out of the box.
versioning
Configure a specific versioning strategy
- uses: webbertakken/unity-[email protected]
with:
versioning: Semantic
Find the available strategies below:
Semantic
Versioning out of the box! (recommended)
Compatible with all platforms. Does not modify your repository. Requires zero configuration.
How it works:
Generates a version based on semantic versioning. Follows
<major>.<minor>.<patch>
for example0.17.2
. The latest tag dictates<major>.<minor>
(defaults to 0.0 for no tag). The number of commits (since the last tag, if any) is used for<patch>
.
No configuration required.
Custom
Allows specifying a custom version in the version
field. (advanced users)
This strategy is useful when your project or pipeline has some kind of orchestration that determines the versions.
None
No version will be set by Builder. (not recommended)
Not recommended unless you generate a new version in a pre-commit hook. Manually setting versions is error-prone.
androidVersionCode
Configure the android versionCode
.
When not specified, the version code is generated from the version using the
major * 1000000 + minor * 1000 + patch
scheme;
androidAppBundle
Set this flag to true
to build '.aab' instead of '.apk'.
- uses: webbertakken/unity-[email protected]
with:
androidAppBundle: true
androidKeystoreName: user.keystore
androidKeystoreBase64: ${{ secrets.ANDROID_KEYSTORE_BASE64 }}
androidKeystorePass: ${{ secrets.ANDROID_KEYSTORE_PASS }}
androidKeyaliasName: ${{ secrets.ANDROID_KEYALIAS_NAME }}
androidKeyaliasPass: ${{ secrets.ANDROID_KEYALIAS_PASS }}
You should also set all the Android Keystore options (see below).
required: false
default: false
androidKeystoreName
Configure the android keystoreName
. Must be provided if configuring the below keystore options.
For this to take effect, you must enable Custom Keystore
in your
Android Player settings. The
default build script overrides the other keystore settings with these keystore options.
required: false
default: ""
androidKeystoreBase64
Configure the base64 contents of the android keystore file. You should get this with
base64 $androidKeystoreName
The contents will be decoded from base64 using
echo $androidKeystoreBase64 | base64 --decode > $projectPath/$androidKeystoreName
It is recommended to use GitHub Secrets.
required: false
default: ""
androidKeystorePass
Configure the android keystorePass
. Recommended to use GitHub Secrets.
required: false
default: ""
androidKeyaliasName
Configure the android keyaliasName
. Recommended to use GitHub Secrets.
required: false
default: ""
androidKeyaliasPass
Configure the android keyaliasPass
. Recommended to use GitHub Secrets.
required: false
default: ""
allowDirtyBuild
Allows the branch of the build to be dirty, and still generate the build.
- uses: webbertakken/unity-[email protected]
with:
allowDirtyBuild: true
Note that it is generally bad practice to modify your branch in a CI Pipeline. However there are exceptions where this might be needed. (use with care).
required: false
default: false
customParameters
Custom parameters to configure the build.
Parameters must start with a hyphen (-
) and may be followed by a value (without hyphen).
Parameters without a value will be considered booleans (with a value of true).
- uses: webbertakken/unity-[email protected]
with:
customParameters: -profile SomeProfile -someBoolean -someValue exampleValue
required: false
default: ""
customImage
Specific docker image that should be used for building the project.
- uses: webbertakken/unity-[email protected]
with:
customImage: 'unityci/editor:2020.1.14f1-base-0'
required: false
default: ""
Outputs
Below are outputs that can be accessed by using ${{ steps.myBuildStep.outputs.outputName }}
, where
myBuildStep
is the id of the Builder step, and outputName
is the name of the output.
buildVersion
Returns the version that was generated by Builder, following the strategy configured for
versioning
.
- uses: webbertakken/unity-[email protected]
id: myBuildStep
- run: echo 'Project Version: ${{ steps.myBuildStep.outputs.buildVersion }}'
Complete example
A complete workflow that builds every available platform could look like this:
name: Build project
on:
pull_request: {}
push: { branches: [main] }
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
jobs:
buildForSomePlatforms:
name: Build for ${{ matrix.targetPlatform }} on version ${{ matrix.unityVersion }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
projectPath:
- path/to/your/project
unityVersion:
- 2019.2.11f1
- 2019.3.0f1
targetPlatform:
- StandaloneOSX # Build a macOS standalone (Intel 64-bit).
- StandaloneWindows # Build a Windows standalone.
- StandaloneWindows64 # Build a Windows 64-bit standalone.
- StandaloneLinux64 # Build a Linux 64-bit standalone.
- iOS # Build an iOS player.
- Android # Build an Android .apk standalone app.
- WebGL # WebGL.
- WSAPlayer # Build an Windows Store Apps player.
- PS4 # Build a PS4 Standalone.
- XboxOne # Build a Xbox One Standalone.
- tvOS # Build to Apple's tvOS platform.
- Switch # Build a Nintendo Switch player.
steps:
- uses: actions/checkout@v2
with:
lfs: true
- uses: actions/[email protected]
with:
path: ${{ matrix.projectPath }}/Library
key: Library-${{ matrix.projectPath }}-${{ matrix.targetPlatform }}
restore-keys: |
Library-${{ matrix.projectPath }}-
Library-
- uses: webbertakken/unity-[email protected]
with:
projectPath: ${{ matrix.projectPath }}
unityVersion: ${{ matrix.unityVersion }}
targetPlatform: ${{ matrix.targetPlatform }}
- uses: actions/upload-artifact@v1
with:
name: Build
path: build
Note: Environment variables are set for all jobs in the workflow like this.