unity 工程版本管理_深入了解:Unity版本管理系列

unity 工程版本管理

I didn’t expect to be writing up this blog post. I initially wrote up an email congratulating the company on our release and highlighting changes during the 5.4 release cycle. However, Aras thought my email worthy enough to tweet and reveal a little behind the curtain. So, that became impetus for this series.

我没想到会写这篇博客文章。 我最初写了一封电子邮件,祝贺公司发布并重点介绍了5.4发布周期中的更改。 但是,阿拉斯认为 我的电子邮件 值得发推并在幕后透露一些信息。 因此,这成为本系列的动力。

With the release of 5.4, there’s been a lot going on inside Unity at how we build things. There’s constant change going on for us, as we’ve been growing on all fronts. What used to be around 100 developers and QA folk when I started has grown to over 400. We did a lot of that growth during the 5.1 – 5.3 cycle, and keeping pace with the changes added strain.

随着 5.4发行版的发布, Unity内部进行了很多构建工作。 随着我们在各个方面的不断发展,我们正在不断发生变化。 当我刚开始时,大约有100名开发人员和质量检查人员,现在已经增长到400多名。在5.1 – 5.3周期中,我们做了很多这样的增长,并且跟上了变化带来的压力。

We recognized during the previous year that while underlying code and systems were starting to improve, our usability, stability and perception were taking a pretty big hit. While we were always incrementally trying to improve, we took a couple more steps this round that I’d like to enumerate and talk about more in depth in this series.

在上一年,我们认识到,虽然底层代码和系统开始有所改进,但我们的可用性,稳定性和感知力却受到了很大的冲击。 尽管我们一直在不断尝试改进,但是本轮我们又采取了一些步骤,在此系列中,我想列举一些更多的话题。

Nothing here is necessarily ground-breaking in ideas, but these posts are hopefully illustrative of how scale and scope start requiring these changes. Simply put, this is a peek into our constant self-reflective improvement process and are the improvements Unity is implementing now.

这里没有什么是开创性的想法,但是希望这些帖子可以说明规模和范围是如何开始要求这些更改的。 简而言之,这是对我们不断进行自我反思的改进过程的窥视,也是Unity现在正在实施的改进。

Let’s start with some of the basic things and we’ll dive into bigger topics later.

让我们从一些基本的东西开始,稍后我们将讨论更大的主题。

A modest hardware upgrade to the build farm and faster build master server (katana) than previous rounds (with more to come!)

对构建服务器场进行适度的硬件升级,并 比以前 的版本更快地构建主服务器( katana )(还有更多功能!)

An odd issue to share is that our rather complex build farm (which has gotten the

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