
unity-build-pipeline
Build and ship Unity 6.3 LTS players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and CI/headless builds. Use when configuring or automating a build, choosing a scripting backend, shrinking build size, or when the user mentions Unity build, player settings, IL2CPP, code stripping, or Addressables.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-build-pipeline- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads unity-build-pipeline automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
Security audits
Independent scans of the skill's instructions and bundled files.
SKILL.md
The instructions your agent reads when the skill is triggered.
Unity Build Pipeline
Configure, script, and automate Unity 6.3 LTS player builds: scenes, platform target, scripting backend, stripping, and headless/CI builds. Targets Unity 6.3 LTS (6000.3).
When to use
- Use when setting up Build Settings/Profiles, choosing a platform and scripting backend
(Mono vs IL2CPP), reducing build size with managed stripping, scripting a repeatable build
with
BuildPipeline.BuildPlayer, or wiring a CI/headless build. - Use when the project has
ProjectSettings/EditorBuildSettings.assetor a CI build script.
When not to use: authoring a CI service config end-to-end is DevOps; this skill covers
the Unity-side build API and settings. Console/platform certification specifics are
platform-NDA territory. Storefront submission → steam-publish / itch-publish.
Core workflow
- List the scenes to build (File → Build Profiles → Scene List, or
EditorBuildSettings.scenes). Only listed, enabled scenes ship; scene 0 is the start scene. A Build Profile asset can carry its own Scene List (Add Settings → Scene List); when it does, that profile builds its list, not the global one. - Pick the platform target and switch the active build target if needed
(
BuildTarget/EditorUserBuildSettings). In batch mode, pass-buildTarget <name>on the command line instead:SwitchActiveBuildTargetis not available there. - Choose the scripting backend (Player Settings): Mono (fast iteration, desktop) vs IL2CPP (AOT C++; required for many platforms, better perf, harder to reverse). IL2CPP needs the platform's C++ toolchain installed. (Forward note: Unity is developing a CoreCLR backend as a modern .NET runtime successor to Mono, but in the Unity 6.7 beta it is still experimental, desktop-only, and documented as not suitable for production — so for 6.3 LTS the choice stays Mono vs IL2CPP.)
- Tune size/perf: set Managed Stripping Level (Disabled → Minimal → Low → Medium → High)
and protect reflection-only code with a
link.xml. Set Quality Settings per platform. - Script the build with
BuildPipeline.BuildPlayer(BuildPlayerOptions)and inspect the returnedBuildReport— a non-Succeededresult must fail your pipeline. - Run headless for CI with
-batchmode -quit -executeMethod, and check the exit code. - Verify the actual output runs (launch the player), not just that the build returned without throwing.
Patterns
1. Scripted build with a result check
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEngine;
public static class BuildScript
{
[MenuItem("Build/Windows x64")]
public static void BuildWindows()
{
var options = new BuildPlayerOptions
{
scenes = new[] { "Assets/Scenes/Main.unity", "Assets/Scenes/Level1.unity" },
locationPathName = "Builds/Windows/Game.exe",
target = BuildTarget.StandaloneWindows64,
options = BuildOptions.None, // add BuildOptions.Development for a dev build
};
BuildReport report = BuildPipeline.BuildPlayer(options);
BuildSummary summary = report.summary;
if (summary.result != BuildResult.Succeeded)
throw new System.Exception($"Build failed: {summary.totalErrors} errors");
Debug.Log($"Build OK: {summary.totalSize} bytes in {summary.totalTime}");
}
}
2. Headless / CI invocation
# Exit code is 0 on success; -quit ensures the editor closes; -nographics for build servers.
# -buildTarget makes the Editor start on that platform, so scripts compile with its defines.
Unity -batchmode -quit -nographics \
-projectPath "/path/to/Project" \
-buildTarget win64 \
-executeMethod BuildScript.BuildWindows \
-logFile -
3. Build a saved Build Profile
using UnityEditor;
using UnityEditor.Build.Profile;
using UnityEditor.Build.Reporting;
public static class ProfileBuild
{
[MenuItem("Build/Windows Release Profile")]
public static void Build()
{
var profile = AssetDatabase.LoadAssetAtPath<BuildProfile>(
"Assets/Settings/Build Profiles/WindowsRelease.asset");
var options = new BuildPlayerWithProfileOptions
{
buildProfile = profile, // platform, scene list, defines from the asset
locationPathName = "Builds/Windows/Game.exe",
options = BuildOptions.None,
};
BuildReport report = BuildPipeline.BuildPlayer(options);
if (report.summary.result != BuildResult.Succeeded)
throw new System.Exception($"Build failed: {report.summary.totalErrors} errors");
}
}
4. Protect stripped code with link.xml
<!-- Assets/link.xml — keep types the linker can't see are used (reflection, JSON, plugins). -->
<linker>
<assembly fullname="MyGameRuntime" preserve="all"/>
</linker>
Pitfalls
- A scene loads in the Editor but is missing in the build — it isn't in the scene list
(File → Build Profiles → Scene List, or the built profile's own list) or is disabled.
SceneManager.LoadSceneonly sees listed scenes. - IL2CPP build fails on a fresh machine — the platform C++ toolchain (e.g. Windows build tools, Android NDK) isn't installed. Mono has no such requirement.
MissingMethodException/TypeLoadExceptiononly in the build — managed stripping removed reflection-only code. Lower the stripping level or add alink.xmlpreserve entry.- Treating "BuildPlayer returned" as success — always check
BuildReport.summary.result; it can return with errors. - Addressables content is stale/missing — Addressables (
com.unity.addressables) content is built by Build → Addressables or byAddressableAssetSettings.BuildPlayerContent. The Build Addressables on Player Build setting can do it during a player build, but when it is left at "Use global Settings" the result depends on each machine's Preferences — call the content build explicitly in CI, and check the profile's load path. - The build platform's code didn't compile in — a scripted
BuildPlayerfor a target other than the active one keeps the active platform'sUNITY_*defines, and define changes only apply after a domain reload. Switch platform first (in the Editor) or launch with-buildTarget(batch mode). - Build ignores scenes you added to the global list — the Build Profile you build has its own Scene List. Edit that list; a profile without a Scene List uses the global one.
- Shipping a Development build —
BuildOptions.Developmentenables the profiler/debugging and is slower; useBuildOptions.Nonefor release.
References
- For a complete multi-platform CI build script (
-buildTargetper platform, version stamping, argument parsing, exit codes), building a Build Profile from the command line, and an Addressables content-build call, readreferences/ci-build-script.md. - Primary docs:
ScriptReference/BuildPipeline.BuildPlayer,ScriptReference/BuildPlayerWithProfileOptions, the Manual pages "Editor command line arguments" and "Manage scenes in a build", and Unity Manual build sections (player settings, managed code stripping). For the forward-looking CoreCLR backend, see the experimental note athttps://docs.unity3d.com/6000.7/Documentation/Manual/scripting-backends-coreclr.html.
Related skills
steam-publish/itch-publish— distributing the player you just built.unity-csharp-scripting— editor scripting conventions used by build scripts.
FAQ
What does the unity-build-pipeline skill do?
Build and ship Unity 6.3 LTS players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and CI/headless builds. Use when configuring or automating a build, choosing a scripting backend, shrinking build size, or when the user mentions Unity build, player settings, IL2CPP, code stripping, or Addressables.
How do I install unity-build-pipeline?
Run npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-build-pipeline in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/unity-build-pipeline/ (personal) or .claude/skills/unity-build-pipeline/ (project).
Which AI agents can use unity-build-pipeline?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is unity-build-pipeline safe to install?
Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.
Who maintains unity-build-pipeline?
It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 5,853 recorded installs.
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