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How about letting us host our own private version of UCB?

Discussion in 'Unity Build Automation' started by Freezy, Sep 12, 2014.

  1. Freezy

    Freezy

    Joined:
    Jul 15, 2012
    Posts:
    234
    I dislike the security implications related to cloud storage or having my repo's accessible online anywhere.
    Letting a third party access all the raw materials needed for a game is also triggering all my paranoia alerts.
    I would much rather have a private UCB to run on a local server in the network that cranks out builds.

    Perhaps Unity could just offer a pre-configured script that starts command line builds for different platforms.
    Or how about not-clearing out the cache / library when switching platforms (reducing re-import time).
    The team license is a bit much if all I want is the cache server bit.

    Sure you could allow access to all your source materials protected with a username and password, hopefully also using high security HTTPS with IP range filters. But I will not be one of those people.

    Sorry to be such a nay-sayer.
     
    StarManta likes this.
  2. StarManta

    StarManta

    Joined:
    Oct 23, 2006
    Posts:
    8,775
    Or (and I hate to keep harping on this) that could be a good feature of the Unity Asset Server license.
     
  3. PlanetTimmy

    PlanetTimmy

    Joined:
    Mar 13, 2010
    Posts:
    117
    It's not that tricky to set up yourself with Jenkins ( http://jenkins-ci.org/ ), especially if you you're targeting a desktop platform.
     
  4. hypeNate

    hypeNate

    Unity Technologies

    Joined:
    Apr 4, 2014
    Posts:
    272
    @Freezy - I understand. For the record, we take security VERY seriously, and have many precautions in place. For more details you can contact Unity directly to ask any questions you may have.