unity-build-pipeline Checked
Installation
Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.
Install the "unity-build-pipeline" skill by following the instructions at https://skill123.me/install/unity-build-pipeline.
Run in your terminal — downloads and installs to ~/.claude/skills/.
curl -fsSL https://skill123.me/install/unity-build-pipeline.sh | bash
Download the zip and extract it into your skills directory (e.g. ~/.claude/skills/), then restart your session.
⬇ Download v1.0.0 · 5 KBNot live-tested yet — this skill is rated on static analysis only.
About this skill
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.
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)**.
Documentation
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.
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
1. **List the scenes to build** (File → Build Profiles/Settings → Scene List, or
EditorBuildSettings.scenes). Only listed, enabled scenes ship; scene 0 is the start scene.
2. **Pick the platform target** and switch the active build target if needed
(BuildTarget / EditorUserBuildSettings).
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 it is *experimental*,
desktop-only, and not production-ready as of Unity 6.7 — 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;
View full documentation
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.
Unity -batchmode -quit -nographics \
-projectPath "/path/to/Project" \
-executeMethod BuildScript.BuildWindows \
-logFile -
### 3. 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 Build Settings
scene 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`) need a
*separate* content build (Build → Addressables) and a profile pointing at the right load
path; a player build alone doesn't rebuild them.
- **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** (target switching, version stamping,
argument parsing, exit codes) and an Addressables content-build call, read
`references/ci-build-script.md`.
- Primary docs: `ScriptReference/BuildPipeline.BuildPlayer`, 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.
Score breakdown
Assessment methodology
Version history
Imported from gamedev-skills/awesome-gamedev-agent-skills@main
