Self-hosted runners

Run builds on your own machines

Use the computers you already have as build machines.

How it works

No agent to install

A runner is the LoreOwl app you already have, with one switch on in Settings → Build machine.

Your licences stay put

The build runs on your machine, signed in to your engine, so a Unity licence never moves.

One job at a time

Two builds on one machine fight over the same cores and licence. Want two at once? Add a second machine.

Always the latest code

The runner runs lore sync first, and fails the job rather than build a stale tree.

Failures explain themselves

A failed job brings back the last 64 KiB of its log, which is where the cause is.

Picks up work in seconds

The runner checks the queue every thirty seconds.

Builds start themselves

Triggers are set per project.

After a push
Every push to the project queues a build.
On a schedule
Every day at a set time, or on an interval from 15 minutes to 30 days.
Where it runs
This machine, or a runner you nominated.
What it does
The full build setup, saved with the trigger: platform, channel, checks, SDKs and uploads.

Where the build ends up

  • Your own S3-compatible bucket, set once by an owner for the whole organization
  • The keys that write to it stay in each runner's operating system keystore
  • Or straight to itch.io and Steam, from the trigger
  • A test upload from Settings, so a wrong key shows up there and not after a build

What a runner does not do

  • Version control and the asset vault stay hosted. A runner changes where builds run, not where your project lives.
  • It is not a build farm. If no runner is switched on, a queued build waits.
  • A runner builds projects it has already cloned.
  • One job at a time per machine.
  • Runners build for Windows and Linux.

The rest of the app

Stop maintaining pipelines, start shipping games

Version control, assets, issues, builds and analytics in one desktop app. Install it and open a project in about five minutes.