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Unity's version control component has been upgraded to Plastic SCM.

Using collaborate to manage multiple platform builds

Discussion in 'Unity Collaborate' started by pccross, Jun 8, 2019.

  1. pccross

    pccross

    Joined:
    Jun 20, 2015
    Posts:
    106
    Hi, was just wondering if there are any tips for managing projects with multiple build targets. In this case we have a VR project with one build targeted for Steam and the other- Oculus store. There are only very minor differences in the configurations between the two, so don't really want to branch anything.

    We manually make SDK specific changes in the editor for one target, build it, and then make changes for other target and build that. The manual configuration for switching isn't too intensive, maybe 60 seconds or so.

    So what's easiest way to maintain this via collaborate? Do we build for one target in one revision, check those in, make our changes, then check those in an incremental version? Essentially, the even revisions are one target, and the odd revisions are another?
    Do others do this, and is it sustainable?
    For reference, our project is 23GB, so having 2 separate Collaborate Cloud builds doesn't make sense from an extra storage cost perspective.
     
  2. Rich_A

    Rich_A

    Joined:
    Nov 22, 2016
    Posts:
    338
  3. pccross

    pccross

    Joined:
    Jun 20, 2015
    Posts:
    106