unity-actions
rivet
unity-actions | rivet | |
---|---|---|
18 | 3 | |
892 | 1,823 | |
0.0% | 1.3% | |
1.3 | 9.9 | |
about 1 year ago | 1 day ago | |
Mathematica | Rust | |
MIT License | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
unity-actions
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Show HN: Rivet (YC W23) – Open-Source Game Server Management with Nomad and Rust
> https://game.ci
I don't recommend it.
Game CI has been in development for a long time. It only really supports GitHub Actions. It can't correctly build il2cpp Unity projects. The licenses needed to run it are more expensive than Unity Build Automation / Unity Cloud Build. If you want to automate Unity builds and you don't want to learn the Windows Containers ecosystem, Jenkins and/or Tekton, you should use Unity's service.
CI/CD is a bad choice for most developers, on most platforms, for most clients. That said, it makes sense to do for your backends.
> or (as has happened to us with different game web service/API/middleware providers) they may choose to abruptly deprecate the service upon which you built.
Which service was that? GameSparks? That sucks.
> with inappropriate cloud dev tooling
Well everyone takes their own journey to discover how shitty Lambda, Cognito, CloudFormation and related are.
> with basically any datastore other than Redis you will run in to issues matchmaking
Matchmakers do not have to be complicated.
- Github action para jogos da Unity
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[HELP] Building Unity WebGL projects in Azure Devops CI/CD pipeline
I've been struggling with getting the docker images provided by https://game.ci/ to build his project at all, let alone automating it in a pipeline.
- Share your best indie-dev resource!
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A friend and I have spent way too much time sharing builds so we built this free tool!
https://game.ci/ has fantastic GitHub actions to automate all of this on each PR or push to main etc and then just upload the result of the build as an artifact and job done - takes minutes to setup and you can use your own machine as a self hosted runner to get the same build speed as local builds
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what is your CI/CD pipeline setup and how are you handling larger binaries? are smaller game dev studios just brute forcing through LFS and building for each test?
These guys did a wonderful job at providing a docker-based build environment for Unity, btw: https://game.ci/
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Share the tools you use for game design, coding and narrative
(Someone's built something similar for Unity, but it wasn't as one click when I last looked -- especially since Unity may require licenses.)
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What has been your best game development related investment?
My repositories are on github, so I'm using Github Actions for build automation - I found it really easy to setup compared to other platforms. + There's basically a ready-made action for building with unity - game.ci (although I wrote my own solution for iOS).
- Question for Single Devs using GIT for Version Control...
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.unitypackage creator made with Rust
Game CI seems to be pretty good, given the fact that it is open source and you can fix it if needed
rivet
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Show HN: Rivet (YC W23) – Open-Source Game Server Management with Nomad and Rust
https://github.com/rivet-gg/rivet/blob/main/docs/infrastruct...
lists nomad as apache 2.0, when its either MPL or BUSL depending on version.
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HashiCorp Adopts Business Source License
We built our OSS company (Apache 2.0) with Nomad at its core. We provide game server orchestration with a handful of services around it, which could be misconstrued to be considered providing a "competitive offering to HashiCorp." Needless to say, we'll be freezing our Nomad version at the last MPL version because of how vague the license is (intentionally).
We also use CockroachDB which uses BSL, but we're not providing a remotely competitive offering.
I'll likely continue to recommend HashiCorp products (Nomad, Consul, Terraform, and Packer) to anyone who asks my advice, but it's disappointing to hear this change.
We maintain a rudimentary SBOM for anyone curious: https://github.com/rivet-gg/rivet/blob/main/docs/infrastruct...
What are some alternatives?
NaughtyAttributes - Attribute Extensions for Unity
red - Red is a next-generation programming language strongly inspired by Rebol, but with a broader field of usage thanks to its native-code compiler, from system programming to high-level scripting and cross-platform reactive GUI, while providing modern support for concurrency, all in a zero-install, zero-config, single ~1MB file!
action-junit-report - Reports junit test results as GitHub Pull Request Check
delta - C* is a hybrid low-level/high-level systems programming language focused on performance and productivity.
microgravity.io - Microgravity.io is a 2D shooter IO game set in space in which you must create a conquering civilization.
dmd - dmd D Programming Language compiler
unitypacker - A tool to .unitypackage 📦 from command line.
Vagrant - Vagrant is a tool for building and distributing development environments.
godot-game-template - Generic template for Godot games
webhook - webhook is a lightweight incoming webhook server to run shell commands
pulumi-aws - An Amazon Web Services (AWS) Pulumi resource package, providing multi-language access to AWS