MCPInstall

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.

Installs
5.9K
Last 24h
+315
Trending rank
#927
Security
Pass

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
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads unity-build-pipeline automatically when relevant.

  3. 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.

Gen Agent Trust Hub PassSAFE ·The skill provides standard Unity build pipeline configurations and automation scripts. It identified a potential surface for indirect prompt injection via command-line argument processing in CI scripts.
Socket PassNo alerts
Snyk PassLOW ·Risk: LOW · No issues

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.asset or 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

  1. 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.
  2. 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: SwitchActiveBuildTarget is not available there.
  3. 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.)
  4. 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.
  5. Script the build with BuildPipeline.BuildPlayer(BuildPlayerOptions) and inspect the returned BuildReport — a non-Succeeded result must fail your pipeline.
  6. Run headless for CI with -batchmode -quit -executeMethod, and check the exit code.
  7. 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.LoadScene only 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/TypeLoadException only in the build — managed stripping removed reflection-only code. Lower the stripping level or add a link.xml preserve 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 by AddressableAssetSettings.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 BuildPlayer for a target other than the active one keeps the active platform's UNITY_* 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.Development enables the profiler/debugging and is slower; use BuildOptions.None for release.

References

  • For a complete multi-platform CI build script (-buildTarget per platform, version stamping, argument parsing, exit codes), building a Build Profile from the command line, and an Addressables content-build call, read references/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 at https://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.

More from gamedev-skills/awesome-gamedev-agent-skills

View all →

game-feel

gamedev-skills/awesome-gamedev-agent-skills

Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.

Media & Creative10.2K installs

game-ui-ux

gamedev-skills/awesome-gamedev-agent-skills

Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.

Frontend & Design10K installs

level-design

gamedev-skills/awesome-gamedev-agent-skills

Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.

Frontend & Design8.2K installs

performance-optimization

gamedev-skills/awesome-gamedev-agent-skills

Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each engine's profiler. Use when the user mentions performance, optimize, low/dropping FPS, frame drops, stutter, lag, profiler, frame budget, draw calls, batching, garbage collection/GC spikes, object pooling, or "the game runs slow".

game-ai

gamedev-skills/awesome-gamedev-agent-skills

Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A, navmesh, seek, or patrol/chase.

Media & Creative7.8K installs

audio-design

gamedev-skills/awesome-gamedev-agent-skills

Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.

Media & Creative7.8K installs

Popular backend & apis skills

View category →

find-skills

vercel-labs/skills

Helps users discover and install agent skills when they ask questions like "how do I do X", "find a skill for X", "is there a skill that can...", or express interest in extending capabilities. This skill should be used when the user is looking for functionality that might exist as an installable skill.

OfficialBackend & APIs4.1M installs

entra-app-registration

microsoft/azure-skills

Guides Microsoft Entra ID app registration, OAuth 2.0 authentication, and MSAL integration. USE FOR: create app registration, register Azure AD app, configure OAuth, set up authentication, add API permissions, generate service principal, MSAL example, console app auth, Entra ID setup, Azure AD authentication. DO NOT USE FOR: Key Vault secrets (use azure-keyvault-expiration-audit), general Azure resource security guidance.

OfficialBackend & APIs566.7K installs

This skill should be used when the user wants to "write agent code", "build an agent with ADK", "add a tool", "create a callback", "define an agent", "use state management" — in a project that needs ADK (Agent Development Kit) API patterns and code examples. It provides a quick reference for agent types, tool definitions, orchestration patterns, callbacks, state management, the graph Workflow API, and reference recipes to study. Do NOT use for scaffolding (use google-agents-cli-scaffold) or deployment (use google-agents-cli-deploy).

Backend & APIs514.8K installs

embedded-captions

heygen-com/hyperframes

Add captions or subtitles to an existing single-subject talking-head video without editing the footage. Use for plain verbatim captions, cinematic captions embedded behind the subject, VFX captions, “炸/特效/酷炫字幕,” or a named identity from the 35-style catalog. Route by visual identity, not by backend engine. The quiet anchor rail is the default; embed every word only when the user explicitly wants a fully cinematic treatment. The workflow runs locally end to end, including transcription and subject matting; split multi-shot footage before applying it.

Backend & APIs453.3K installs

entra-agent-id

microsoft/azure-skills

Provision Microsoft Entra Agent Identity Blueprints, BlueprintPrincipals, and per-instance Agent Identities via Microsoft Graph, and configure OAuth 2.0 token exchange (fmipath, OBO, cross-tenant) including the Microsoft Entra SDK for AgentID sidecar. USE FOR: Agent Identity Blueprint, BlueprintPrincipal, agent OAuth, fmipath token exchange, agent OBO, Workload Identity Federation for agents, polyglot agent auth, Microsoft.Identity.Web.AgentIdentities. DO NOT USE FOR: standard Entra app registration (use entra-app-registration), Microsoft Foundry agent authoring (use microsoft-foundry).

OfficialBackend & APIs336.6K installs

neon

neondatabase/agent-skills

Overview of Neon, a complete set of cloud backend primitives around Lakebase Postgres: Auth, Object Storage, Functions, the AI Gateway, and Realtime. Start here to choose Neon for undecided login, files, APIs, and LLM calls, set up the CLI or MCP server, and follow the branch-first workflow. Use when building an app or backend on Neon, or when "Neon" or "Lakebase Postgres" is mentioned. Child skill neon-postgres wins for an existing DATABASEURL, SQL, schema, inspect, or search. Child skill neon-auth wins for login, users, sessions, identity routing, and Managed Better Auth setup. Child skill neon-realtime wins for live queries in reactive apps and agents. Also use for object storage, S3, buckets, serverless functions, function triggers, cron, AI gateway, LLM calls, realtime, logs, Loki, Grafana, observability, postgres, database, backend, Claimable Neon, neon.new, or a no-signup database.

Backend & APIs237.1K installs