GameDevOps for Unity Teams
Most Unity teams patch together their build pipeline, source control, and crash monitoring one problem at a time, usually after something has already broken. XGameDev sets this up properly: CI/CD, Git LFS workflows, and error monitoring built around how Unity projects actually behave, not a generic DevOps checklist.
Track Record
Why Unity Teams Need This
Generic DevOps advice doesn't hold up against a Unity project. Repositories carry gigabytes of textures and binary assets that break without proper Git LFS setup. Builds need a licensed Unity Editor on the runner rather than a shared CI container. And crash reports from a live build are only useful if someone has already wired up symbolication and release tagging correctly.
This is engineering work, done by people who build Unity projects day to day, not a DevOps generalist learning Unity's quirks on your project.
- Source control and Git LFS set up correctly from the first commit, not retrofitted after the repository is already bloated
- CI/CD pipelines that handle licensed Unity Editor builds across your target platforms
- Crash and error monitoring wired into your release process, with symbolication that actually works
- Build and release automation that fits your existing engagement, whether that's a full build, co-development, or team augmentation
Release automation in a delivered project
Old as Dirt includes CI/CD, backend deployment and Sentry monitoring alongside the Unity WebGL build. It is an example of release work that spans both the application and supporting services.
What does a pipeline engagement cover?
We first reproduce the current build and identify its Unity version, licences, signing credentials, package dependencies and hosting targets. The agreed deliverable can then include the pipeline configuration, access documentation, tagged artifacts and recovery steps. Acceptance means your nominated team member can build and deploy the agreed version using the documented process.
Client features and APIs belong under full-stack development; this service focuses on how those changes are built, released and diagnosed.
How We Can Help
Build & Release Pipelines
CI/CD set up around Unity's actual build requirements, across mobile, desktop, and WebGL targets.
Source Control & Asset Workflow
Repository structure and Git LFS configuration that stays fast as your project's art and audio grow.
Crash & Error Monitoring
Error reporting wired into your build pipeline, with release tracking and working symbolication.
What Clients Say
Jacques is very knowledgeable and always completes work to a very high standard. Polite and friendly. He does his best to reply promptly and in detail. Highly recommended!
I couldn't have had a better experience on this project. Jacques was incredibly responsive, explained things really well and worked very quickly.
Frequently Asked Questions
Is this a standalone service or bundled with development work?
Both. We set up pipelines and monitoring as part of a full build or co-development engagement, or as standalone work for a team that already has a Unity codebase but no build/release infrastructure in place.
Can you take over or fix an existing broken pipeline?
Yes. We regularly step into an existing repository or CI setup to diagnose what's broken, whether that's a bloated repository without Git LFS, a flaky build pipeline, or crash reports that were never wired up correctly.
Which platforms do you support?
iOS, Android, WebGL, Windows, and macOS builds, plus the source control host and CI platform you're already using, or a recommendation if you haven't picked one yet.
Do you handle this on an ongoing basis?
Yes. Once the pipeline and monitoring are set up, we can hand it fully over to your team, or keep maintaining it as part of an ongoing team augmentation arrangement.
Tired of builds and crash reports being an afterthought?
Tell us what's currently held together with duct tape, we'll tell you what to fix first.