

VSTS uses build agents to perform the task of compiling an application on the central repository. In the following sections, we will walk through the process of setting up the infrastructure for building a HoloLens application package using VSTS. The following diagram illustrates the build pipeline: To build a HoloLens application package, we need to first build the front-end game world with the Unity compiler and then, the back-end with the visual studio compiler. The development starts with creating the game world using Unity and then proceeds to wiring up backend scripts and services using Visual Studio. Build pipelineĪ HoloLens application will have multiple application layers. In this blog, we will walk through the process of setting up a Continuous Integration workflow for a HoloLens application using VSTS build and release tools. Having an automated process in place to validate every check-in to the central repository can add tremendous value to the quality of the application.

In a typical engagement, designers and developers will work on parallel streams sharing scripts and artifacts which constitute a scene. The requirement for a Continuous Integration workflow is important for HoloLens applications considering the agility of the development process. Visual Studio Team Services (VSTS) is a hosted service offering from Microsoft which bundles a collection of Dev Ops services for application developers.
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Modern code management platforms like Visual Studio Team Services (VSTS) offers built-in tools to perform these operations. Ensuring the stability of the central repository becomes a serious challenge in such cases.Ī solution to this problem is to validate every merge with automated builds and automated testing. This task of collating changes becomes more and more complex as the size of the team grows. Continuous integration is best defined as the process of constantly merging development artifacts produced or modified by different members of a team into a central shared repository.
