Version: 2019.4
Using Addressables in Unity Cloud Build
Build manifest as JSON

Build manifest

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
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. 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
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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.

For local testing

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.

Using the manifest

You can access the manifest at runtime via:

Using Addressables in Unity Cloud Build
Build manifest as JSON