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Version: v4 (current)

Standard Game-CI vs Orchestrator Mode

Standard Game-CI

Game CI provides Docker images and GitHub Actions for running Unity workflows on the build server resources provided by your CI platform (GitHub, GitLab, Circle CI).

Best for: Projects that fit within your CI runner's resource limits and don't need advanced caching, hooks, or multi-provider routing.

Orchestrator Mode

Orchestrator is an advanced layer on top of Game CI. It dispatches builds to cloud infrastructure (AWS Fargate, Kubernetes), local Docker containers, or self-hosted runners, and manages the full build lifecycle: provisioning, git sync, caching, hooks, and cleanup.

Projects of any size can benefit from orchestrator features like configurable resources, automatic caching, and extensible hooks. Larger projects additionally benefit from retained workspaces, provider failover, and load balancing.

Self-Hosted Runners + Orchestrator

Self-hosted runners and orchestrator are not mutually exclusive. Orchestrator complements self-hosted runners by adding automatic failover, load balancing, and runner availability checks.

Self-Hosted Runners AloneSelf-Hosted + Orchestrator
FailoverManual intervention if server failsAutomatic fallback to cloud when runner is unavailable
Load balancingFixed capacityOverflow to cloud during peak demand
CachingLocal disk onlyS3/rclone-backed caching with retained workspaces
HooksCustom scriptingBuilt-in middleware pipeline with lifecycle hooks
MaintenanceYou manage everythingOrchestrator handles provisioning, sync, and cleanup

Choosing Your Setup

ScenarioRecommendation
Small project, standard runners work fineStandard Game-CI
Need configurable resources or cachingOrchestrator with any provider
Large project, no existing serversOrchestrator with AWS Fargate or Kubernetes
Existing self-hosted runners, want reliabilityOrchestrator with self-hosted primary + cloud fallback
Want to test orchestrator locally before cloudOrchestrator with Local Docker provider