Nravo Kids Development – #3 Automating Your Builds with uTomate

And here goes one more article about NravoKids development. I continue reviewing Unity Asset Store Assets and telling about how you can save time by not inventing the bicycle again. This one is about asset that probably saved me many hours of redundant work.

 

Here you can find my previous asset reviews:

 

In this article I will describe my automated build process for multiple platforms with multiple configurations. If you build your project for more than one platform and you do it manually one by one, this post is for you. To be comfortable reading this you have to be acquainted with uTomate.

 

Asset #3 : uTomate for Unity3D (50$)

Purpose : Automation, automation, automation!

Short Tool Description. If you have never seen uTomate again – go ahead read about it! In general it is a tool that helps you create automation plans that do in one click almost everything you can do in editor. It is extensible and uses expressions, has nice visual editor and works on all platforms.

uTomate Main Window. List of Automation Plans Tab.

uTomate Main Window. List of Automation Plans Tab.

 

Developer Story. When it comes to cross-platform development with Unity, you definitely need some tools to help you out with builds and platform switching. For fast platform switching I use Fast Platform Switch which is just cache to speed up switching between platforms.

 

Builds Fragmentation. There are different platform builds that come in different flavours.

 

Platforms:

  • Desktop (Mac OS X, Windows, Linux) (Dev + Prod) (6 builds)
  • Android (Different .apk for each required texture compression) (Dev + Prod) (8 builds)
  • iOS (Dev + Prod) (2 builds)

Analytics:

  • Each mobile build must report analytics with its own Flurry API Key.
Additional:
  •  Archive desktop builds for distribution purposes.

 

So what I needed to do is to specify the Flurry API key (set property on some gameObject script), build Development build, set another API Key, build Release build and so on. On Android there had to be Dev and Release builds for each texture compression. And all this had to be done in one click as there is no time for sitting and waiting to reimport assets.

 

Builds Process. So all the thing started with desktop builds. Task – create development builds for major desktop platforms for testing purposes. In uTomate each automation plan consists of nodes (called Entries) which are chained together (with decisions and loops). You can also use another automation plan as your entry. Here is my automation plan that builds three development builds for Mac OS X, Windows and Linux standalone and immediately archives those builds.

Build Desktop Automation Plan in Editor

Build Desktop Automation Plan in Editor

 

Setting cross-platform settings

Setting cross-platform settings

 

Setting Desktop Platforms

Setting Desktop Platforms

 

Universal Build Player Action

Universal Build Player Action

Here is my path expression common for all builds. Platform-specific extension is add automatically by uTomate (like “.apk” for Android).

 

Setting Property on gameObject. One more interesting subplan is setting different Flurry Analytics API key for each build. This is done by setting a string property on a prefab that is in one of my scenes. The order it is done is the following:

  1. Open the required scene
  2. Set property on prefab
  3. Find object in the opened scene that is prefab from #2
  4. Revert found object to prefab to set the key.
  5. Save scene
Setting Flurry Analytics API Key

Setting Flurry Analytics API Key

So the final folder with builds looks like this:

Final Builds Folder

Final Builds Folder

 

Creating custom actions. Not only the tool is very versatile, but it is highly customizable. When I needed a small addition to existing action, the developer e-mailed it to me immediately. To show you how simple is that here is my custom action that sets Android texture compression option.

 

And Editor as simple as that:

 

And we also need wrapper for  AndroidBuildSubtarget

 

As a result you get a a simple action that does what is required to be done. With the expression syntax and custom actions you automate almost every aspect of your project.

 

So go ahead and uTomate your project right now!