Unity 3D

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http://blogs.unity3d.com/2011/10/21/build-engineering-and-infrastructure-how-unity-does-it/ Hello! I’m Na’Tosha and I’m the Build and Infrastructure Developer here at Unity Technologies. While speaking with users at the awesome Unite 2011, I had several people ask me to write a blog post about how Unity Technologies manages to develop, build, and test Unity. We do this with a combination of:

Overview

One of the unwritten commitments we make to our customers is that our webplayer will play back their content identically in all versions we publish. We constantly tweak and improve the webplayer. For example webplayer 2.6 added threaded background loading and improved animation culling. Each change that we make intending to improve the webplayer has the potential to break a customer game, and we don’t like that. Remember, webplayer 2.6.1 can play content authored with Unity 2.0, 2.1, 2.5 and so on. To make sure that we don’t break customer games with new webplayers we have to do a shed load of regression testing.

Regression Testing

http://blogs.unity3d.com/2010/01/12/on-web-player-regression-testing/
http://www.fogcreek.com/fogbugz/ What gets tracked gets improved.

Bug Tracking

Team Up Don’t compromise on quality. Kiln makes it easy to get feedback, mentor team members, and improve the quality of your software. http://www.fogcreek.com/kiln/

SCM Solution

http://www.altdevblogaday.com/2011/04/18/mercurialkiln-experience-so-far/ At work we switched to Mercurial almost two months ago. Like Richard says , it was time to stop using Subversion. Here are my impressions so far. Preemptive warning: I’ve only ever used CVS, SourceSafe, Subversion, git and Mercurial as source contro systems (never used Perforce).

Mercurial/Kiln migration