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Build Automator: The ultimate solution to automating your build pipeline

Discussion in 'Assets and Asset Store' started by QFSW, Mar 12, 2017.

  1. QFSW

    QFSW

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    Ever been bored of the cumbersome process of building for all your different target platforms and then having to do extra tedious work? Well then Build Automator is for you!

    BuildAutomatorBig#2.png

    This simple editor extension takes out all the manual work. All you have to do is hit build, then sit back and relax with your cup of coffee as it’s all done for you. With customisable per platform batch scripts, build settings and preprocessors, automating the pipeline will never be easier.​

    It's been a long time since I started, and I'm now working on V1.3.0 now, and this version is going to have a lot of new features

    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
     
  2. QFSW

    QFSW

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    BA is getting a slicker look!
    upload_2017-3-12_16-22-52.png
     
  3. QFSW

    QFSW

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    Development for 1.3.0 is going strong!

    upload_2017-3-17_22-53-53.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?
     

    Attached Files:

  4. QFSW

    QFSW

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    The folder icons are now completely fixed, not causing any misalignment
    upload_2017-3-19_9-46-52.png
     
  5. QFSW

    QFSW

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

     
  6. 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
     
  7. QFSW

    QFSW

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    For a limited time, Build Automator is on a huge 30% off!
     
    Last edited: Apr 24, 2017
  8. 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?
     
  9. 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_19-58-1.png
    Hot swappable build presets. With this you can switch out your entire build settings in seconds!
     
  10. 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
     
  11. QFSW

    QFSW

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    V1.3.3 is coming soon!
    Including: 2017.3 support
    2018.1 support
    new build log feature!
    upload_2018-1-18_14-12-10.png
    upload_2018-1-18_14-12-13.png
     
  12. Infrid

    Infrid

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  13. QFSW

    QFSW

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    Unfortunately not :(
     
  14. QFSW

    QFSW

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  15. QFSW

    QFSW

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

    QFSW

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    V1.5.0 of Build Automator has landed, now with support for dynamic literals!
     
  17. sampenguin

    sampenguin

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    Hi I've been using this for a week or so on a client project, where I need to build to same platform but use different scenes for different app builds. I love Build Automator's ability to load preset build settings, and I extended it a bit to store BundleIDs with preset. However, every time I build with it, the next time I run my scene in Unity editor, after a few seconds something internal goes haywire and I get all kinds of random errors, scripts missing on behaviors, etc, when I hit play. Only thing that fixes it is quitting and restarting Unity, implying something is not quite cleaning up right after the build completes.

    This does not happen when I use Unity's build menu.

    Any ideas on what could be causing this?
     
  18. QFSW

    QFSW

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    Hmm, very odd. What version of Build Automator and unity? I can try to look into it. Which modules you have installed would be useful to know too

    If you're able to make a repro project that'd be great too

    Sorry about that and thanks for letting me know
     
  19. QFSW

    QFSW

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    Hello everyone!

    I have an important announcement about Build Automator. This was my first tool that I released a whole 4 years ago and I've only gotten so much better at developing quality tools since then.

    Some of you may have noticed that it hasn't received much love lately. Fear not, this is because I've been working hard on a brand new sequel for almost a year now!

    Build Automator 2 is a complete rewrite of the original. It uses everything I've learned from developing tools and should be better in every way. It's been designed from the ground up to be modular and extensible with high quality code and addresses many of the issues and shortcomings of the original. Anyone who has purchased the original recently (exact time frame TBD) will receive a free copy. Everyone else will get a discounted upgrade

    I am currently in the final stages of documentation and testing. This is an invitation to a closed beta of Build Automator 2. You do not need to be a user of the original to apply. I would love to get some essential feedback on the tool to correct any potential issues I haven't envisioned before releasing it.

    Contact me if you're interested.

    WIP documentation: https://qfsw.co.uk/docs/BA2/

    Any questions? Just ask!
     
  20. QFSW

    QFSW

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    Build Automator is 50% OFF as part of the new years sale!
     
  21. radiantboy

    radiantboy

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    Hi, im having trouble with this, when i try to make android build it says:
    DirectoryNotFoundException: Could not find a part of the path 'F:\BUILD_AUTO\tene\Android\Tenement_mapping.txt'.
    System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String destFullPath, System.Boolean overwrite)

    any ideas?
     
  22. QFSW

    QFSW

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    Hey that's a strange error
    Could you give me some more info like Unity version, il2cpp/mono, operating system etc?
     
  23. radiantboy

    radiantboy

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    I always find the strange ones!.. one of my least fave skills :)

    unity 2021.2.4f1
    using il2cpp, also tried mono (both have same issue-builds fine outside of your tool)
    win10


    also no way to pass commands to the bat scripts?

    edit: the path its looking for doesnt yet exist, your tool should generate /Android/ but it doesnt seem to, works for win64 etc.. would love to fix this.

    full error, notice last calls in stack
    DirectoryNotFoundException: Could not find a part of the path 'F:\BUILD_AUTO\tene\Android\Tenement_mapping.txt'.
    System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String destFullPath, System.Boolean overwrite) (at <00c558282d074245ab3496e2d108079b>:0)
    System.IO.File.Copy (System.String sourceFileName, System.String destFileName, System.Boolean overwrite) (at <00c558282d074245ab3496e2d108079b>:0)
    System.IO.File.Copy (System.String sourceFileName, System.String destFileName) (at <00c558282d074245ab3496e2d108079b>:0)
    UnityEditor.Android.PostProcessor.Tasks.ProcessMappingFile.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <580f6e41a2b34aa19f37ac43b20c7298>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <580f6e41a2b34aa19f37ac43b20c7298>:0)
    UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, AndroidPlayerBuildProgram.Data.AndroidPlayerBuildProgramOutput buildProgramOutput) (at <580f6e41a2b34aa19f37ac43b20c7298>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <580f6e41a2b34aa19f37ac43b20c7298>:0)
    UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.Int32 subtarget, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <948074e677924ec29383d02747cdda34>:0)
    UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions)
    QFSW.BA.Platform:BuildToPlatform(BuildAutomator) (at Assets/Plugins/QFSW/Build Automator/Editor/Platform.cs:334)
    QFSW.BA.BuildAutomator:performBuilds() (at Assets/Plugins/QFSW/Build Automator/Editor/BuildAutomator.cs:874)
    QFSW.BA.BuildAutomator:OnGUI() (at Assets/Plugins/QFSW/Build Automator/Editor/BuildAutomatorUI.cs:155)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)


    proguard related?
    https://forum.unity.com/threads/proguard-mapping-file-where-can-i-find-it.653713/
     
    Last edited: Jan 21, 2022
  24. radiantboy

    radiantboy

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    on the up side, great asset, I have it building many formats then batch scripts zip and upload them to my webserver! once this android issue is out the way its going to rock, releasing is no longer a waste of a day!.
     
  25. radiantboy

    radiantboy

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    ticking "export project" on the build settings seems to stop the error, but then it doesnt produce an apk/abb, it produces a dir called myGameName.apk/ weird, I thought it produced both when that was ticked. any thoughts?

    edit: funny thing is if i keep building like 4x, eventually it says moving mapping file and does produce an aab (stil a dir called tenement.apk there).


    edit: I turned off "R8" in the android build settings and it works!.. .aab (and apk) is like 20 meg bigger though :) but at least we know the reason why. I wonder if this is an "easy" fix :) might be some timing issue, or maybe R8 works in a way not expected, maybe it makes that dir, then zips it up or something which is different to what the tool was used to..

    great asset, excites me knowing i can hit build and leave!.
     
    Last edited: Jan 21, 2022