![unity cloud build failed no scenes unity cloud build failed no scenes](https://venturebeat.com/wp-content/uploads/2019/10/prodisplayxdr-e1571863899368.jpg)
Basically there are a set of command line options for running Unity.exe documented here. So how do Unity builds from the command line work exactly? A little weird. Some of the features of IL2CPP and PlayerSettings.shortBundleVersion are not available prior to 4.6.3. NOTE: we are currently using Unity 4.6.3, so code in the BuildScript class will change slightly for different versions of Unity.
![unity cloud build failed no scenes unity cloud build failed no scenes](https://venturebeat.com/wp-content/uploads/2019/10/illustratoripad.jpg)
If you are looking for an intro on FAKE, check out my earlier blog post on it. We also chose to use FAKE, as we get all the benefits of checking our build scripts into source control, etc. So setting up Unity builds ourselves, seemed like a great option. We already have TeamCity setup, with a build agents running on a PC and a Mac for other apps.
Unity cloud build failed no scenes android#
![unity cloud build failed no scenes unity cloud build failed no scenes](https://venturebeat.com/wp-content/uploads/2018/05/wipeoute284a2-omega-collection_20180328083947.jpg)
Unity has released Unity Cloud Build, which is a nice solution, but it doesn’t fulfill our needs: Unity builds can be painfully slow at times, so not automating them is a huge productivity killer. So among the different types of games and apps we build at Hitcents, one particularly troublesome type to deal with is basically any game built with Unity.