Support

Get help fast.

We're a small team and we read every message. Drop a line and we'll usually get back within one business day.

Email

support@builddockhq.com

The fastest way to reach us. Include your studio name and (if you have one) the build job ID for the issue.

In-panel documentation

Once you have an account, the Panel ships with embedded docs covering setup, hooks, OAuth flows, and troubleshooting.

Open documentation → (requires sign-in)

Security disclosures

security@builddockhq.com

Reach our security team for vulnerability reports + responsible disclosure. We'll acknowledge within 72 hours.

Frequently asked

My agent went offline - what should I check?

On the studio computer running the agent, confirm the BuildDock Agent service is running and review its logs:

  • Windows: open services.msc, look for "BuildDockAgent". Logs at %ProgramData%\BuildDock\logs\.
  • macOS: sudo launchctl list | grep com.builddock. Logs at /Library/Logs/BuildDock/.

Common causes: the agent's bearer token was revoked from the Panel, the computer can't reach builddockhq.com over HTTPS (check firewall / proxy), or the service can't unseal its credentials (Windows: use the wizard's "Reset bearer token" recovery flow; macOS: re-run sudo bash install.sh from the tarball).

My build is stuck pending forever.

No agent has claimed the job. The most common cause is that every agent eligible for the project is offline or paused. Open Agents and confirm at least one agent for the project shows a recent heartbeat. The Panel sweeps orphaned jobs after the heartbeat threshold passes, but you can cancel and re-queue manually from the build detail page if you don't want to wait.

Steam upload says "Steam Guard" prompt.

SteamCMD caches its Steam Guard sentry file per Windows user account. The cache belongs to the user account that the BuildDockAgent service is running as - which by default is the LocalSystem account, and LocalSystem can't go through the interactive 2FA challenge.

The fix is a one-time setup: create a dedicated Windows user account (for example builddock-service), sign in once interactively as that user, run steamcmd.exe manually, and complete the Steam Guard 2FA challenge. SteamCMD will cache the sentry under that user's profile. Then open services.msc, switch the BuildDockAgent service to "Log On" as that user, and restart the service. All future uploads run headless.

Drive / Dropbox / OneDrive upload fails with "no token shipped from panel".

The Panel couldn't refresh your cloud-storage access token at the moment the build job was sent to the agent. Most often this happens because the OAuth refresh token has been revoked (you signed out of the connected account, or rotated app credentials). On Settings, click Disconnect on the affected provider card and then Reconnect to re-authorize. If you registered your own Dropbox or OneDrive app, double-check the app credentials in the Settings card match the provider's developer console.

Where do build artifacts go?

Locally, to <workingCopy>/builds/ on the agent disk - overwritten each build. Remote uploads stream from there to your chosen destination (Steam, Drive, Dropbox, OneDrive). Build artifacts never leave your network unless you've enabled a cloud upload destination.

Can I run BuildDock on a Mac or Linux computer?

Mac is in late beta. The macOS BuildDock Agent runs as a launchd service; registration, heartbeat, and telemetry are smoked end-to-end on a real Mac. The Unreal Mac build pipeline (RunUAT.sh dispatch, .app bundle artifact handling) is in active development. If you ship to iOS / Mac / VisionOS and want to keep the same panel + workflow, reach out via Support and we'll get you on the beta tarball.

A Linux agent is further out - most Unreal and Unity build pipelines we see target Windows or Mac. Tell us your use case via the Support address above and we'll bump priority.

Can I self-host the Panel?

Possible in principle - the Panel is plain PHP 8 + MariaDB with no exotic dependencies. It's not a supported deployment mode today. If self-hosting is a hard requirement for your studio, drop us a line via Support and we'll discuss what it takes.

My Unity / Godot project - when?

Unity support is scaffolded panel-side today - the project settings, build-form panel, and wire shape are in place, but the agent's Unity build pipeline isn't wired yet. Godot is further out. Unreal ships end-to-end today; pin the engine version per project so the agent invokes the install you already have.

I want to integrate with our own systems (Slack, Jira, Notion).

Custom hooks run at every pipeline stage and have full access to the agent's environment + the build's metadata. Use them to post Slack messages on success / failure, file Jira tickets, notify Discord, upload symbolfiles to your crash reporter, or anything else you can express in PowerShell / Python / batch. Slack-native notifications are also on the roadmap.

Privacy + your data

Self-service tools for the rights granted by GDPR.

If you have a BuildDock account

Sign in and open Privacy + data from the sidebar. From there you can export your data, update your email or display name, and delete your account. See our privacy policy for the full list of rights.

Forget my pre-launch signup

If you signed up for launch notifications (and don't have a full account yet) and would like us to remove your email from that list, enter it below. We'll email you a one-click confirmation link to make sure it's really you.

Still stuck?

Send us a note - we'd rather hear about a problem than have you wrestle it alone.