Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice
  4. Dismiss Notice

Plastic SCM support now available

Discussion in 'Unity Build Automation' started by victorw, Jul 13, 2020.

  1. victorw

    victorw

    Unity Technologies

    Joined:
    Sep 14, 2016
    Posts:
    459
    We’ve had quite a few requests for this over the last few years, so we’re happy to announce that Cloud Build now supports using Plastic SCM for source control!

    Plastic SCM had previously provided a workaround to get Cloud Build working with your Plastic repositories by using Gitlab as an intermediary, this was a pretty ingenious idea but it did add an extra layer of complexity and it meant that users were missing out on a few of the cool features in Plastic SCM - like large file support.

    We hope that setting up and using Plastic SCM with Cloud Build is simple and user-friendly enough that you won’t really need much instruction, but the Unity Manual has the details here: https://docs.unity3d.com/Manual/UnityCloudBuildVcsPlastic.html

    As always, please reach out to our support team if you encounter issues or have questions!
     
  2. MilCrow

    MilCrow

    Joined:
    Jul 31, 2018
    Posts:
    1
    Amazing news. Thank you guys for adding Plastic Support to UCB. Unfortunately, we have an issue with it. Our project is quite big and we currently have around 32k change sets in our Plastic. After selecting a Repository for the target, branches were supposed to load, but instead we receive an Error message: "Error getting Plastic branches: stdout maxBuffer exceeded". Is there a workaround or is there a way to fix the issue ?
     
  3. victorw

    victorw

    Unity Technologies

    Joined:
    Sep 14, 2016
    Posts:
    459
    This should be easy enough to fix. For the moment, if you submit a support ticket and a list of configurations you want to build for then we can manually configure your project. You can also bypass the frontend to manually configure it yourself using the build API if you want.
     
  4. victorw

    victorw

    Unity Technologies

    Joined:
    Sep 14, 2016
    Posts:
    459
    We just deployed a fix for this issue, let me know if you're still encountering issues when setting up your repo!
     
  5. PHLCollective

    PHLCollective

    Joined:
    Jun 27, 2014
    Posts:
    59
    This is great! We are running into one issue though. After I select the repo, the branch dropdown is never populated with anything. In fact there is no dropdown. Is there something that we need to configure on our branches to get them to show up or is this a different issue?
     

    Attached Files:

  6. victorw

    victorw

    Unity Technologies

    Joined:
    Sep 14, 2016
    Posts:
    459
    That's pretty weird - I had a look at your project and I wasn't able to replicate this issue, the branches showed up without issue. Which browser are you using?
     
  7. PHLCollective

    PHLCollective

    Joined:
    Jun 27, 2014
    Posts:
    59
    Weird, I tried it in Brave, Firefox, and Chrome. All of them had the same issue. Which browser did you use?
     
  8. victorw

    victorw

    Unity Technologies

    Joined:
    Sep 14, 2016
    Posts:
    459
    Never mind, I was able to replicate this. Looks like this is an issue which only shows up when you're adding a new build target, on a project which is already configured. You can edit your existing build targets just fine and creating new projects also works without issue. Not really sure what's going wrong here but I'll try to get a fix released ASAP.

    In the meantime you should still be able to use your project by updating the existing build targets. If necessary then I believe you could also create new build targets by copying the existing ones and then modifying them from there.
     
  9. PHLCollective

    PHLCollective

    Joined:
    Jun 27, 2014
    Posts:
    59
    Glad to hear this was reproducible! If it helps, we were actually updating an existing build target when we ran into this, not creating a new one, so we still don't have a way to get that running. That said, we'll hold tight until you get a fix in!

    Thanks for your help!
     
  10. victorw

    victorw

    Unity Technologies

    Joined:
    Sep 14, 2016
    Posts:
    459
    I just deployed a hotfix for this, let me know if you're still encountering issues
     
  11. PHLCollective

    PHLCollective

    Joined:
    Jun 27, 2014
    Posts:
    59
    The branches are showing up now! Thanks Victor!
     
  12. killroy

    killroy

    Joined:
    Nov 8, 2011
    Posts:
    15
    Thank you, thank you, thank you for finally adding plastic support to Unity Cloud Build! This is such an important feature for Plastic SCM users and especially for Plastic Cloud users since cloud version didn't have a git server feature. We had a workaround where we had a separate git repository and would jut sync plastic to git and then use git for Unity CLoud Build. Already switched our UCB projects to Plastic connector, works great so far!
     
  13. Immu

    Immu

    Joined:
    Jun 18, 2013
    Posts:
    239
    WOW
    Why wasn't that featured in Unity Blog as previous plastic scm related news were ?
    That's fantastic! Can't wait to try it!!

    Edit after testing:
    It's working very well, happy not to have to deal with git-sync anymore!

    Feedbacks regarding the setup in unity account :
    I was struggling to understand that Repo:Other meant that I was going to setup in the target builds afterwards (I do the tutorial step by step, not reading it entirely before starting it). So I was stuck on that trying to understand what I had done wrong.
    Maybe using a better wording that 'Other' might help easily confusable people like me ^^
    Also: the word 'username' is used to describe plastic login, where we only have 'email', which can also be confusing (I was looking for an username on my account but didn't had one of course.

    Other than that, it seems to work all good, that's really great. It's been a long time an Unity initiative didn't made me that happy, thanks a lot, truly :)
     
    Last edited: Jul 28, 2020
  14. xavier-ateo

    xavier-ateo

    Joined:
    Aug 8, 2018
    Posts:
    12
    I'm having trouble connecting my company's self-hosted server to cloud build.
    The initial connection works fine until entering the user name/password:
    "Repo is not accessible. Please check your URL and repo settings."

    I've tried with several of our user accounts (incl. the admin account), but non of them worked.

    Do I need to specify the repo in the url? Like:
    repo/my-sub-repo@ssl://serverurl.com:8088

    So far, serverurl.com:8088 seems to be the only way to get to the user credential prompt.

    The Plastic client has no problems connecting to our server over the internet, so I can rule out a network issue.

    Any help is much appreciated! :)
     
    JustJunuh likes this.
  15. natereesedev

    natereesedev

    Joined:
    Jul 6, 2020
    Posts:
    10
    This is fantastic news - can't wait to try it out!
     
  16. elopez7

    elopez7

    Joined:
    Mar 8, 2014
    Posts:
    19
    I am trying to setup Cloud build with Plastic and I am also running into the same issue
    "Repo is not accessible. Please check your URL and repo settings."
     
  17. xavier-ateo

    xavier-ateo

    Joined:
    Aug 8, 2018
    Posts:
    12
    We managed to get it working soon after my initial post. The issue was that Cloud Build expects a valid SSL certificate that matches your URL. You can get one from Lets Encrypt and configure your server to use it.
     
    victorw likes this.
  18. FlightOfOne

    FlightOfOne

    Joined:
    Aug 1, 2014
    Posts:
    659
    Hi, I am trying to use this but it does not seem to work.

    I entered server name xyz@cloud and user name and password with type 'password' selected. I used the same login that I use to login plastic (which is also the unity login). But it does not connect.

    How would I go about troubleshooting this?
     
  19. FlightOfOne

    FlightOfOne

    Joined:
    Aug 1, 2014
    Posts:
    659
    Well, never mind I guess. I am reading that this does not support IL2CPP windows stand alone so guess I won't be able to use cloud build anyways.
     
  20. Ekkiii

    Ekkiii

    Joined:
    Jan 20, 2021
    Posts:
    1
    Edit: I tried it again a week later and it worked now. :)

    Hey, having the same issue here. Fresh project and plastic repo, if I choose an incorrect plastic repo URL it won't let me so I am guessing [projectname]@cloud is correct. I created a user just for this, and also, just to test it, used my Unity account that is linked to plastic, same issue. Are there any other requirements not listed in the documentation?

    Accessing the repo via Plastic Client works fine btw.
     
    Last edited: Feb 17, 2021
  21. IOU_RAY

    IOU_RAY

    Joined:
    Jul 25, 2017
    Posts:
    119
    Having the issue myself, like the others here....We decided to try to migrate to plastic SCM, and since we have major aspects tied into cloud build, it was important for this tie-in.

    Auth is definitely correct. Using an account that (temporarily) has far more permissions than 'read-only'.

    So far, reasons to believe Unity will drop ball on Plastic SCM support:
    1. The unity plugin for it has terrible reviews and seemingly poor support
    2. This issue is still happening many months later
    PlasticSCM is already a topnotch service, so how is it that Unity can't handle simple integration since unlike collab you don't have anything else to involve with it?
     

    Attached Files:

  22. FlightOfOne

    FlightOfOne

    Joined:
    Aug 1, 2014
    Posts:
    659
    SCM is simply awesome! I never used the unity plugin for this, but the SCM client works great -might want to give that a shot.
     
  23. IOU_RAY

    IOU_RAY

    Joined:
    Jul 25, 2017
    Posts:
    119
    We are already using it as a trial for one project, however the cloud build issue as a start already has me concerned.

    We refuse to actually use the built-in plugin, but still need the cloud-integration feature otherwise it'll cost a fortune in money and time to rework our entire auto-cloud build, patch-note and publishing features that we invested heavily into with Collab years ago.

    As I mentioned, Plastic SCM itself is awesome, however its integration into Unity, of course due to lack of care or competence by the Unity team seems to be going the exact same laid back route as Collab. Clearly I'm butt-hurt over collab still, but it seems like Unity has no care in the world in how these integrations or lackthereof can affect teams who relied and trusted them to fulfill quality features instead of the broken mess that we, and many other teams had to deal with.
     
    bluecollar likes this.
  24. SeleDreams

    SeleDreams

    Joined:
    Feb 2, 2019
    Posts:
    1
    The one thing i'm wondering is why was it made as a separate subscription when already paying like 450$ per year on both Unity Plus and Unity Teams Advanced
    It would be way more beneficial to have it part of the teams advanced subscription, the separate sub makes it way less interesting compared to git
     
    David_Lyrebird and Ekkiii like this.
  25. allesman

    allesman

    Joined:
    Nov 1, 2020
    Posts:
    2
    Can you think of anything you changed to make it work? I'm having the same problem... But, to clarify it's projectname@cloud and not organization@cloud ? Becuase if so, how would one go about having a space in their project name? "project_name@cloudbuild"? because that doesn't seem to work for me.
     
  26. ZO5KmUG6R

    ZO5KmUG6R

    Joined:
    Jul 15, 2010
    Posts:
    490
    For me it was organization@cloud and having the spaces there just worked
    Then I was able to choose the repo and branch in cloud build

    and then, figures. "unknown"
    upload_2022-2-8_8-6-26.png

    > We hope that setting up and using Plastic SCM with Cloud Build is simple and user-friendly enough that you won’t really need much instruction, but the Unity Manual has the details here:

    It took me an hour to figure out what "host" meant since it really meant "organization", build settings take 30 seconds - 1 minute each to change now because it takes that long to load your repos and branches, and if you click 'save' before this it hags indefinitely on "Saving changes"

    After all this builds fail with the most unhelpful error message to ever exist, "unknown"

    I had to download a gigabyte of software just to diff things, and the VS extension installer crashed as well

    and it looks like as others said, you get this experience for an added price once you have more than a few people onboard.
     
    Last edited: Feb 8, 2022