mcpbeat

Unity Build Pipeline

gamedev-skills/unity-build-pipeline

> 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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instructions only
0
copies elsewhere
how many repositories repackaged it
401
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-build-pipeline

The instruction itself

10 sections, as written by the author

Unity Build Pipeline

Configure, script, and automate Unity 6 player builds: scenes, platform target, scripting

backend, stripping, and headless/CI builds. Targets Unity 6 (6000.0 LTS).

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

  • 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.

  • Pick the platform target and switch the active build target if needed

(BuildTarget / EditorUserBuildSettings).

  • 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.

  • 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

returned BuildReport** — a non-Succeeded result 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.
Unity -batchmode -quit -nographics \
  -projectPath "/path/to/Project" \
  -executeMethod BuildScript.BuildWindows \
  -logFile -
<!-- 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 buildBuildOptions.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).

  • steam-publish / itch-publish — distributing the player you just built.
  • unity-csharp-scripting — editor scripting conventions used by build scripts.

How to use it

Copy the folder

Take gamedev-skills/unity-build-pipeline from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.