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Objects misplaced in cloud build

Discussion in 'Unity Build Automation' started by adnan-e94, Jul 26, 2015.

  1. adnan-e94

    adnan-e94

    Joined:
    Dec 17, 2012
    Posts:
    70
    I'm new to unity cloudbuild and wanted to give it a try.
    (The lightmaps are cleared so the visual quality is quite bad, its a mobile game)

    I use the latest 5.x unity for both cloud building and regular building.
    The project is hosted on BitBucket, this is whats pushed to the repository (i excluded Temp and Library)
    http://prntscr.com/7x5yr4


    Picture 1:
    Cloud Build: http://prntscr.com/7x5xty
    Regular Build: http://prntscr.com/7x5zyw

    Picture 2:
    Cloud Build: http://prntscr.com/7x5y2o
    Regular Build: http://prntscr.com/7x603k

    No errors or warnings related to this are in the log. (the only warnings in the log are related to my scripts, e.g. unused variable)
     
    Last edited: Jul 26, 2015
  2. David-Berger

    David-Berger

    Unity Technologies

    Joined:
    Jul 16, 2014
    Posts:
    740
    You probably use unsupported file formats - see here under Which 3D File formats are supported? (FBX? Max? Maya? Blender? Cheetah 3D?) :)
     
  3. adnan-e94

    adnan-e94

    Joined:
    Dec 17, 2012
    Posts:
    70
    Ah yes, I use blender mostly. I guess there is no easy way to batch-convert everything to fbx?
    If I have to export all my models to fbx, and then swap all the meshes in my prefabs, I'd say it's not worth the effort for my current project.
     
  4. David-Berger

    David-Berger

    Unity Technologies

    Joined:
    Jul 16, 2014
    Posts:
    740
    I'm afraid that's not realistic. :( You might be able to script that export in blender, but even then you might have to rebake your animations and redo the prefabs in Unity. :confused: This could also work with scripts, but it will cost time to do that and success is not guaranteed. I still hope you can keep that in mind for your future projects! :)