Once we started using automated tests, it got even worse, because it was so easy to forget to run them before committing the changes. Our graphic designer didn’t even know how to build the game for the device, so he had to meet a developer physically to get the latest build. The other problem was to even distribute the latest build from the master branch among the team. What we end up with was something like: “Did you test it on the device?” - “Yes, it worked.” - “Ok, let’s merge it.” And from time to time, master branch got broken. That’s a lot of work doing this for every pull request. The problem with iOS games is that they are not as simple to distribute because you need to set up the certificates for the devices or build it directly from Xcode while having the device connected to the computer. Therefore, we needed to test the build before the feature branch was merged to the master branch. We wanted to have a working, playable build available all the time. When they finishes the work, they create a pull request, and once it is accepted in the review by other developers, it is merged to the master branch. The typical workflow is that developers create a new branch from the master branch for a feature or a bug fix. We are using Git, specifically Bitbucket, as a source control management tool. This article explains how we utilised Unity Cloud Build to automate testing and distributing builds among the team while working on new features. Since we are not doing this as our full-time job, we are trying to automate as much as possible during the development. We are working in a team of five people on an iOS game.
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