![]() ![]() The UUID of the project the current pipeline belongs to. The key of the project the current pipeline belongs to. The UUID of the environment to access environments via the REST API. The URL friendly version of the environment name. Your SSH origin, for example: exit code of a step, can be used in after-script sections. Only available on a pull request triggered build. ![]() The pull request destination branch (used in combination with BITBUCKET_BRANCH). The pull request ID Only available on a pull request triggered build. Total number of steps in the group, for example: 5. ![]() Zero-based index of the current step in the group, for example: 0, 1, 2, … Not available for builds against branches. The tag of a commit that kicked off the build. Not available for builds against tags, or custom pipelines. This value is only available on branches. ![]() The full name of the repository (everything that comes after ). For more information, see What is a slug?. The URL-friendly version of a repository name. The name of the workspace in which the repository lives. The commit hash of a commit that kicked off the build. The absolute path of the directory that the repository is cloned into within the Docker container. It increments with each build and can be used to create unique artifact names. Serial.printf("Camera init failed with error 0x%x", err) Ī = USER_PASSWORD Ĭonfiguration.token_status_callback = tokenStatusCallback įirebase.Default value is true. If ( DR: The Unity Cloud Content Delivery tool is a solution that helps deliver data to users in a synchronized way, which speeds up patching and enables live game updates. Ensuring that all your users always get the latest experience as intended.ĭid you know you can set up an online bucket of data to make your Unity game updates a walk in the park? And by integrating CCD with Codemagic you can update your cloud content across all platforms and cloud environments at once, whenever you update your game and without error prone and tedious manual work. While beginner projects are usually quite small, they quickly start to grow in size as they approach the production stage since high-quality assets tend to weigh a lot. Does that mean that each time you plan on updating your game to patch bugs or add some new content, you’ll have to force your customers to redownload the entire game from the stores, wasting gigabytes of traffic?įortunately, it doesn’t. There are multiple ways to avoid this problem. In this post, we’ll be looking at one such solution - the Unity Cloud Content Delivery (CCD) tool. The goal of this service is to use the power of the net to easily deliver data to everyone in a synchronized way and still make it easy to properly re-assemble the outsourced assets with the code and 3D scenes once inside the game.
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