It’s often useful for your game’s runtime code to know key information about the build itself. Information like the name and number of the build is very useful when reporting bugs or tracking analyticsAbbreviation of Unity Analytics
See in Glossary. To help facilitate this, Cloud BuildA continuous integration service for Unity projects that automates the process of creating builds on Unity’s servers. More info
See in Glossary injects a “manifest” into your game at build time, so that this key data is accessible later at runtime.
The Unity Cloud Build manifest is provided as a JSON formatted TextAsset. This is stored as a game resource, accessible via Resources.Load()
. The build manifest contains the following values:
Value: | Properties: |
---|---|
scmCommitId |
The commit or changelist that was built. |
scmBranch |
The name of the branch that was built. |
buildNumber |
The Cloud Build “build number” corresponding to this build. |
buildStartTime |
The UTC timestamp when the build process started. |
projectId |
The Unity project identifier. |
bundleId |
The bundleIdentifier configured in Cloud Build (iOS and Android only). |
unityVersion |
The version of Unity that Cloud Build used to create the build. |
xcodeVersion |
The version of XCode used to build the Project (iOS only). |
cloudBuildTargetName |
The name of the build target that was built. |
The manifest TextAsset, called UnityCloudBuildManifest.json, is written to the Assets/UnityCloud/Resources folder.
To test the build manifest functionality locally, name your file UnityCloudBuildManifest.json.txt. Don’t commit this file to your project’s Assets/UnityCloud/Resources folder in your code repository because it might interfere with the Unity Cloud Build manifest file.
You can access the manifest at runtime via: