CI/CD Automation
Pipeline Architecture
code
┌─────────────────────────────────────────────────────────────┐ │ CI/CD PIPELINE STAGES │ ├─────────────────────────────────────────────────────────────┤ │ TRIGGER: [Push] [PR] [Tag] [Schedule] [Manual] │ │ ↓ │ │ VALIDATE (< 5 min): │ │ Lint → Compile Check → Asset Validation │ │ ↓ │ │ TEST (10-30 min): │ │ Unit Tests → Integration → PlayMode Tests │ │ ↓ │ │ BUILD (Parallel): │ │ [Windows] [Linux] [macOS] [WebGL] [Android] [iOS] │ │ ↓ │ │ DEPLOY: │ │ [Dev auto] → [Staging gate] → [Prod approval] │ └─────────────────────────────────────────────────────────────┘
GitHub Actions for Unity
yaml
# ✅ Production-Ready: Unity CI/CD Pipeline
name: Unity Build Pipeline
on:
push:
branches: [main, develop]
pull_request:
branches: [main]
workflow_dispatch:
inputs:
buildType:
description: 'Build type'
required: true
default: 'development'
type: choice
options:
- development
- release
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
jobs:
test:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
with:
lfs: true
- uses: actions/cache@v3
with:
path: Library
key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
restore-keys: Library-
- uses: game-ci/unity-test-runner@v4
with:
testMode: all
artifactsPath: test-results
checkName: Test Results
- uses: actions/upload-artifact@v3
if: always()
with:
name: Test Results
path: test-results
build:
needs: test
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
targetPlatform:
- StandaloneWindows64
- StandaloneLinux64
- WebGL
steps:
- uses: actions/checkout@v4
with:
lfs: true
- uses: actions/cache@v3
with:
path: Library
key: Library-${{ matrix.targetPlatform }}-${{ hashFiles('Assets/**', 'Packages/**') }}
- uses: game-ci/unity-builder@v4
with:
targetPlatform: ${{ matrix.targetPlatform }}
versioning: Semantic
buildMethod: BuildScript.PerformBuild
- uses: actions/upload-artifact@v3
with:
name: Build-${{ matrix.targetPlatform }}
path: build/${{ matrix.targetPlatform }}
retention-days: 14
deploy-staging:
needs: build
if: github.ref == 'refs/heads/develop'
runs-on: ubuntu-latest
environment: staging
steps:
- uses: actions/download-artifact@v3
with:
name: Build-WebGL
path: build/
- name: Deploy to Staging
run: |
# Deploy to staging server
aws s3 sync build/ s3://game-staging-bucket/
Unreal Engine Pipeline
yaml
# ✅ Production-Ready: Unreal CI/CD
name: Unreal Build Pipeline
on:
push:
branches: [main]
jobs:
build:
runs-on: [self-hosted, unreal]
steps:
- uses: actions/checkout@v4
with:
lfs: true
- name: Build Development
run: |
& "$env:UE_ROOT/Engine/Build/BatchFiles/RunUAT.bat" `
BuildCookRun `
-project="${{ github.workspace }}/MyGame.uproject" `
-platform=Win64 `
-clientconfig=Development `
-build -cook -stage -pak -archive `
-archivedirectory="${{ github.workspace }}/Build"
- uses: actions/upload-artifact@v3
with:
name: UnrealBuild-Win64
path: Build/
Build Optimization
code
BUILD TIME OPTIMIZATION: ┌─────────────────────────────────────────────────────────────┐ │ STRATEGY │ TIME SAVINGS │ EFFORT │ ├────────────────────────┼──────────────┼───────────────────┤ │ Library caching │ 30-50% │ Low │ │ Parallel builds │ 40-60% │ Low │ │ Self-hosted runners │ 20-40% │ Medium │ │ Incremental builds │ 50-80% │ Medium │ │ Asset bundles split │ 30-50% │ High │ └─────────────────────────────────────────────────────────────┘
Automated Testing
csharp
// ✅ Production-Ready: PlayMode Test
[TestFixture]
public class PlayerMovementTests
{
private GameObject _player;
private PlayerController _controller;
[UnitySetUp]
public IEnumerator SetUp()
{
var prefab = Resources.Load<GameObject>("Prefabs/Player");
_player = Object.Instantiate(prefab);
_controller = _player.GetComponent<PlayerController>();
yield return null;
}
[UnityTest]
public IEnumerator Player_MovesForward_WhenInputApplied()
{
var startPos = _player.transform.position;
_controller.SetInput(Vector2.up);
yield return new WaitForSeconds(0.5f);
Assert.Greater(_player.transform.position.z, startPos.z);
}
[UnityTearDown]
public IEnumerator TearDown()
{
Object.Destroy(_player);
yield return null;
}
}
🔧 Troubleshooting
code
┌─────────────────────────────────────────────────────────────┐ │ PROBLEM: Build times too long (>30 min) │ ├─────────────────────────────────────────────────────────────┤ │ SOLUTIONS: │ │ → Enable Library folder caching │ │ → Use self-hosted runners with SSDs │ │ → Parallelize platform builds │ │ → Split large asset bundles │ └─────────────────────────────────────────────────────────────┘ ┌─────────────────────────────────────────────────────────────┐ │ PROBLEM: Flaky tests causing failures │ ├─────────────────────────────────────────────────────────────┤ │ SOLUTIONS: │ │ → Use test timeouts │ │ → Isolate tests properly │ │ → Add retry logic for network tests │ │ → Quarantine unstable tests │ └─────────────────────────────────────────────────────────────┘ ┌─────────────────────────────────────────────────────────────┐ │ PROBLEM: Cache not restoring correctly │ ├─────────────────────────────────────────────────────────────┤ │ SOLUTIONS: │ │ → Check cache key hash inputs │ │ → Verify cache path is correct │ │ → Use restore-keys for partial matches │ │ → Check cache size limits │ └─────────────────────────────────────────────────────────────┘
Deployment Strategies
| Strategy | Rollback Time | Risk | Best For |
|---|---|---|---|
| Blue-Green | Instant | Low | Web builds |
| Canary | Minutes | Low | Mobile apps |
| Rolling | Minutes | Medium | Game servers |
| Big Bang | Hours | High | Console releases |
Use this skill: When setting up build pipelines, automating testing, or improving team workflows.