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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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-build-pipelineInstalls from the source repository, including any supporting files.
Downloads contain the instructions shown here. Use the install command for the complete skill.
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).
BuildPipeline.BuildPlayer, or wiring a CI/headless build.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.
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.BuildTarget / EditorUserBuildSettings). In batch mode, pass -buildTarget <name> on
the command line instead: SwitchActiveBuildTarget is not available there.link.xml. Set Quality Settings per platform.BuildPipeline.BuildPlayer(BuildPlayerOptions) and inspect the
returned BuildReport — a non-Succeeded result must fail your pipeline.-batchmode -quit -executeMethodusing 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}");
}
}
# 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 -
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");
}
}
link.xml<!-- Assets/link.xml — keep types the linker can't see are used (reflection, JSON, plugins). -->
<linker>
<assembly fullname="MyGameRuntime" preserve="all"/>
</linker>
SceneManager.LoadScene only sees listed scenes.MissingMethodException/TypeLoadException only in the build — managed stripping removed
reflection-only code. Lower the stripping level or add a link.xml preserve entry.BuildReport.summary.result;
it can return with errors.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.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).BuildOptions.Development enables the profiler/debugging
and is slower; use BuildOptions.None for release.-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.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.steam-publish / itch-publish — distributing the player you just built.unity-csharp-scripting — editor scripting conventions used by build scripts.---
name: unity-build-pipeline
description: >
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.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
```csharp
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($"Build OK: {summary.totalSize} bytes in {summary.totalTime}");
}
}
```
### 2. Headless / CI invocation
```bash
# Exit code is 0 on success; -quit ensures the editor closes; -nographics for build servers.
# -buildTarget makes the Editor start on that platform, so scripts compile with its defines.
Unity -batchmode -quit -nographics \
-projectPath "/path/to/Project" \
-buildTarget win64 \
-executeMethod BuildScript.BuildWindows \
-logFile -
```
### 3. Build a saved Build Profile
```csharp
using UnityEditor;
using UnityEditor.Build.Profile;
using UnityEditor.Build.Reporting;
public static class ProfileBuild
{
[MenuItem("Build/Windows Release Profile")]
public static void Build()
{
var profile = AssetDatabase.LoadAssetAtPath<BuildProfile>(
"Assets/Settings/Build Profiles/WindowsRelease.asset");
var options = new BuildPlayerWithProfileOptions
{
buildProfile = profile, // platform, scene list, defines from the asset
locationPathName = "Builds/Windows/Game.exe",
options = BuildOptions.None,
};
BuildReport report = BuildPipeline.BuildPlayer(options);
if (report.summary.result != BuildResult.Succeeded)
throw new System.Exception($"Build failed: {report.summary.totalErrors} errors");
}
}
```
### 4. Protect stripped code with `link.xml`
```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.