#Hololens – About DevOps, ALM and #Unity3D


When you start to work on a Hololens project, one of the first things you learn is “Unity3D is different“. Besides the graphical aspects and the paradigm shift, there is an important point to keep in mind.


Even if a Unity project is a collection of files, you can’t go with something easy as control all those files with a version control system (in example, TFVC or Git). In order to take control over the complete lifecycle in a project-oriented way, you need to consider some special nuances.

As well, I’ve been learning in baby steps mode. The truth is it has been an interesting experience. The use of tools like Visual Studio Tools for Unity, made much easier to transfer some the knowledge we already have working with Visual Studio, to the Unity3D environment. However, you can also go one step further. And here it is essential to read this MSDN article, Application Lifecycle Management (ALM) with Unity Apps.

This article describes some detailes insights on the wollowing topics on the use of Unity and Team Foundation or Team Services tools:

  • Agile Tools
  • Modeling
  • Code
  • Build
  • Testing
  • Improve Code Quality
  • Release Management
  • Monitor with HockeyApp (sigh!)

Sections like versioning files, details on how Unity works different and the best thing is to read some official documentation of Unity: Using External Version Control Systems with Unity. Another similar scenario, is that arises with the compilation, where the recommendation is to automate the collection and generation of packages using command line MSBuild.

The truth is that it is a document to take into account and a good basis to know what we need if we want to create quality with Unity3D and Visual Studio apps.

Greetings @ Toronto

El Bruno



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