In the cloud I can say ‘run the build on 6 servers’ and be done with it.Mobileiron provisioning profile expired. If you are looking to scale your on-prem build capacity, Build Server is the recommended solution. If you are looking to build in the cloud, Cloud Build is the recommended solution. Build Server is a licensing solution meant to scale on-prem build capacity. Cloud Build will ask you to pick a name for your project, as well as the organization it will belong to. Here at Unity, Cloud Build is our managed solution to compile builds in the cloud. You will be brought to the Cloud Build home page On the Cloud Build home page, click on Add New.
If you need speed, you need to buy more hardware, install it, maintain it etc. Create a Project Go to and sign in with your Unity Developer Account. Create custom API endpoints, and soon: make scheduled background jobs and game event handlers.
If the game grows it will have longer build times. Cloud Code shifts your game logic away from your clients, interacting seamlessly with backend services. And a build server in the cloud opens up the possibility for scaling etc. Your project will now be connected to your Plastic repository.
Enter your Username and Password of your Plastic SCM login or continue with Unity ID. This will be the name of your Plastic Cloud Organization followed by cloud. Select Plastic SCM and then enter the SCM URL. In the end it could be cheaper than having my own hardware for building. Click on DevOps > Cloud Build > Config and then click EDIT SOURCE CONTROL. If I dont need to maintain a build server, I have time to work on the game.
I dont want to maintain my webserver: handling log files, keeping OS up to date, keeping web server software up to date, worrying about hardware replacement when its too old or is broken etc. Nothing easier than dumping the stuff at Azure/Amazon/Google and let them handle everything. Same reason IAAS/PAAS/SAAS/etc exists these days. Well, for a small team it might be interesting. Also, does it have to be Epic? Could be another company providing the service. No need to take resources out of the engine development team. If the service is paid, they can hire people for this service. If you can’t even afford one dedicated machine to handle builds, I doubt your project is big/complex enough to really be in need of such services Cloud Build is usually available to new versions of the Unity Editor within 48. There is something wrong with that, because it means Epic needs to take some of its resources out of the engine development team, and assign them to handling services like cloud build. Cloud Build can build Projects created with most versions of the Unity Editor.