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Assets Build Automator: The ultimate solution to automating your build pipeline

Discussion in 'Works In Progress - Archive' started by QFSW, Jan 20, 2016.

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How much would you pay for it?

Poll closed Apr 14, 2017.
  1. I wouldn't use it

    0 vote(s)
    0.0%
  2. I'd use it if it was free

    7 vote(s)
    58.3%
  3. <£1

    0 vote(s)
    0.0%
  4. £1-£2

    1 vote(s)
    8.3%
  5. £2-£5

    3 vote(s)
    25.0%
  6. £5-£10

    0 vote(s)
    0.0%
  7. £10+

    1 vote(s)
    8.3%
  1. QFSW

    QFSW

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    EDIT: Build Automator is Available for $10!



    Ever been bored of the cumbersome process of building your game for every platform under the sun, each coming with an extra set of work? Then this asset is for you! This lightweight editor extension takes control of the whole build process for you, from start to finish. All you have to do is hit build, sit back and relax with your cup of coffee, and watch as it’s all done for you.​


    Including many powerful features, such as:

    Building to every target platform Unity can handle

    Platform specific settings, such as custom preprocessors and automatically running post-build batch scripts

    Simple and intuitive UI organised into collapsible drop-downs, colour-coded build status and access to a multitude of build settings, so you never have to leave the editor again

    Thoroughly documented and modular code, coupled with explanatory dynamic editor tool-tips, ensuring an easy, cohesive user experience; whether you use it out of the box or need to modify it for your particular needs, Build Automator has you covered


    Next time building to a multitude of different platforms, each with their own post processing, won't be nearly as painful. After a brief one-time setup, Build Automator will take the reins, completing the build process with the press of a button.

    Would you really rather pour your time into the whole build process every time, or put it to better use?

    OP: Hi all

    I'm developing an asset to automate the build process when you have multiple target platforms. I originally made it to speed up productivity on my own project, because it was so tedious and boring, but now I'm trying to make it a more versatile asset with the intention of selling it
    upload_2016-1-20_18-3-2.png
    When build is clicked it will build all the selected platforms and run selected batch scripts

    The currently available features are:
    64/32bit toggle
    Building to Mac Windows Linux Windows Store iOS Android tvOS Tizen Samsung TV WebPlayer and WebGL
    Custom batch scripts to be run after each build
    Option to toggle dev builds
    Custom scripting defines to enable for different builds
    Revert to original target group on completion
    Path type toggle
    Autoconnect Profiler Toggle
    Script Debugging Toggle
    WebGL Optimisation settings

    So, what are your opinion?

    Would you be interested in it?
    How much would you pay for it?
    What would need to be added to make you want it?
    And what would you like to see?

    I'd love to hear all your opinions :)
     
    Last edited: Oct 18, 2017
    Jamster and theANMATOR2b like this.
  2. sowatnow

    sowatnow

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    Hi there,

    Just wanted to know how does it work?
    Right now, my project is set to android, but if I want a PC build, i have to convert the whole project and it takes a lot of time.

    Correct me if I am wrong, with this asset, does it mean there would be no need to convert the whole project to PC build?
     
  3. QFSW

    QFSW

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    Unfortunately I believe that's the case. It is essentially like switching build target from the build settings, atm I am not aware of any way to build for another platform without having to switch target and let it convert
    The plus side is this asset will not prompt you at all during the build process, so although it would be slow don't have to be near your computer while it's going
     
  4. sowatnow

    sowatnow

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    Ok, i had same issue with Advanced Builder. If that's the case, then can't use since my project size is around 35gb.
     
  5. QFSW

    QFSW

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    Ah right, sorry to hear
    Unfortunately I'm not aware of a solution to your problem, this asset won't really be for you
     
  6. QFSW

    QFSW

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    Gonna implement a toggle to switch between absolute and relative paths, do you think you guys would like that?
     
  7. QFSW

    QFSW

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    upload_2016-1-22_16-5-43.png
    Done with the GUI side of things, now to make it do something
     
  8. QFSW

    QFSW

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    Path type toggle is now done!
    Time to work on 32/64 bit toggle
     
  9. QFSW

    QFSW

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    Done :)
    Would anyone specifically want a way to build to the universal types or mac and linux?
     
  10. QFSW

    QFSW

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    Hi all
    Came to test it in a test project and realised that the data is the same regardless of what project you're in
    I've fixed it now, but it uses the product name property, so just a heads up if you change that name you will lose your configs, doesn't take very long to set up though
     
  11. QFSW

    QFSW

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    WebGL is now added
    need to add settings to change the optimisation level now
     
  12. QFSW

    QFSW

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    Added a scroll bar if the window gets too big to fit
     
  13. liortal

    liortal

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    For large projects, have you tried the Cache server? I heard it does wonders for switching between platforms...
     
    QFSW likes this.
  14. QFSW

    QFSW

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    Hmm, I havnt
    This could be interesting and potentially very useful, thank you
     
  15. QFSW

    QFSW

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    upload_2016-1-27_19-14-1.png
    Done quite a bit of work on it, I like how its going
     
    Mothil likes this.
  16. QFSW

    QFSW

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    tvOS support added
    Anyone have any features they wanna see?
     
  17. QFSW

    QFSW

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    Tizen and SamsungTV support added
    Completion is near...
     
  18. QFSW

    QFSW

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    It's finally finished...
    upload_2016-2-7_12-21-23.png BuildAutomatorBig.png
    If anyone wants a specific feature, please let me know and i'll try to add it before release
     
    _M_S_D_ likes this.
  19. QFSW

    QFSW

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    Would anyone need fancy documentation on how to use this or would a simple ReadMe be sufficient?
     
  20. QFSW

    QFSW

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    I've submitted it :)
     
  21. QFSW

    QFSW

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  22. QFSW

    QFSW

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    Great news guys! I've finally finished rewriting it to be completely modular and Object oriented! I'm hopefully gonna get this update submitted today :D
     
  23. QFSW

    QFSW

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    V1.1.0 is now available!
     
  24. QFSW

    QFSW

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    Build Automator now has a new logo!
    BuildAutomatorIcon#2.png
     
  25. QFSW

    QFSW

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    Hey Everyone!

    I know it's been a long time, but I'm working on V1.3.0 now, and this version is going to have a lot of new features
    View attachment 222639
    Every build target withing unity is now available to use, including consoles! all build targets that arent installed will be automatically removed

    In addition, the tooltips of each platform now shows exactly where each and every build will go
     
  26. QFSW

    QFSW

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    Development for 1.3.0 is going strong!

    upload_2017-3-17_22-55-32.png

    Currently im implementing file pickers for making file/folder selection far easier :) these are currently supported on absolute paths. Do you think I should implement a similar solution for when relative paths are selected?
     
    _M_S_D_ likes this.
  27. QFSW

    QFSW

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    The folder icons are now completely fixed, causing now misalignment to the text!
    upload_2017-3-19_9-48-37.png
     
  28. QFSW

    QFSW

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    Platforms are now colour coded!
    Blue: Active
    Yellow: Queued
    Green: Successfully built
    Red: Unsuccessfully built

     
  29. sledgeman

    sledgeman

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    Is there a way to integrate assets (from assetbuilder)? Or is it possible to do it with your builder? Don´t know why, but i don´t like unity´s assetBuilder system. Doesn´t work fluently and if i need to make changes to the path, i am always struggeling with !
     
  30. QFSW

    QFSW

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    Do you mean like AssetBundles? I'm a little confused, sorry :(
    BA uses unitys internal BuildPipeline to handle all the builds themselves, but im open to try and implement the idea you have if its feasible
     
  31. sledgeman

    sledgeman

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    Ah yes. I meant assetBundles. If you have different Build targets, struggeling begins with assetbundels. Also the building itself seems not to be correct with the unity system downloaded from the asset store. And all other solutions outside i´ve tried, doesn´t worked well, or didn´t worked. Don´t know if its important for you, or other users. But if i have to make a new build, i have often also to prepare these assesBundles.
     
  32. QFSW

    QFSW

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    What kind of issues do you run into with AssetBundles? I haven't used them myself, so its hard to tell if its something I could fix with BA or not
     
  33. sledgeman

    sledgeman

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    Have to say, i am not a real-coder. More a weekend-coder :). Therefore i am always struggeling geting into the code and fixing some stuff, or changing attributes, pathes and so on. I would like to have more automation. Lets say, different build architecture needs different values. I have allready a script that builds the assetBundles. Than you need another one, to load them on runtime i think. BuildScripts needs to be modified, for a specific build target. And the loaderScript needs to be modified for the specific build. This takes a lot of time....speaking for myself here.
     
  34. QFSW

    QFSW

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    Hmm, correct me if im wrong, but is this something thats more specific to your workflow rather than a general rule for AssetBundles?
     
  35. sledgeman

    sledgeman

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    Yep...i guess you are right. Its more relied to my needs. Because i would like to have something automated. Something like a checkbox system. For instance, if unity would made the process more user friendly, there would be options when you exporting / targeting the Build. Something easy like: Build as usual in one asset. Another checkbox says: build with assetbundles. The rest goes automated (maybe with some simple questions. thats it). I don´t need to hassle around with code and making different scripts for it and so on...
     
  36. QFSW

    QFSW

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    Hmm I see, i dont think BA will be able to help you there, sorry :(
     
  37. sledgeman

    sledgeman

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    no prob. Just asking...thx
     
  38. QFSW

    QFSW

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    V1.3.0 is now live and packed with new features!
    Screenshot13.png
    V1.3.0
    Change 0006: Build order automatically optimised to minimise asset recompilation
    Change 0007: Root path is no longer required
    Change 0008: Improved path handling
    Change 0009: New scene selector; paths are no longer required
    Change 0010: GUI code refactored to be modular and easier to understand
    Change 0011: Further documented code with more XML for ease of use
    Change 0012: GUI is now organised into collapsible drop downs
    Change 0013: Improved error handling and data validation
    Addition 0004: File browser for selecting directories and files
    Addition 0005: Built in buttons to switch Platform inside of Build Automator
    Addition 0006: Build state (Active, Queued, Successful and Unsuccessful) is now displayed for each Platform via background colour
    Addition 0007: Active Platform displayed in Build Automator
    Addition 0008: Added icons for every platform
    Addition 0009: Dynamic tooltips with information and generated details on every field
    Addition 0010: Detects which modules are installed and automatically removes anything that is not supported by your configuration of Unity
    Addition 0011: PS3 Support
    Addition 0012: PS4 Support
    Addition 0013: PS Vita Support
    Addition 0014: Xbox 360 Support
    Addition 0015: Xbox One Support
    Addition 0016: Wii U Support
    Addition 0017: Nintendo 3DS Support
    Addition 0018: Nintendo Switch Support
    Addition 0019: Blackberry Support
    Addition 0020: Blackberry 10 Support
    Addition 0021: Facebook Support
     
    _M_S_D_ likes this.
  39. QFSW

    QFSW

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    For a limited time, Build Automator is on a huge 30% off!
     
    Last edited: Apr 24, 2017
  40. QFSW

    QFSW

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    Amongst other features, Build Automator V1.4.0 is planned to support hot-swappable user defined presets, so that you can set up multiple templates, such as Release and Development, and easily switch back and forth, minimising set up time. What other features do you want in the next release?
     
  41. QFSW

    QFSW

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    Build Automator V1.3.1 is almost done, and it has a huge new feature!
    upload_2017-7-6_19-57-15.png
    Hot swappable build presets. With this you can switch out your entire build settings in seconds!
     
  42. QFSW

    QFSW

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    V1.3.2 is live! This adds compatibility for 2017.2 and it now also installs to plugins instead
     
  43. QFSW

    QFSW

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    All new preset pipelining and more coming with Build Automator V1.4.0 unknown-21.png