Agent skill · Backend & API

unity-build-pipeline

Build and ship Unity 6 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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claude-codeclinecodexcursorcopilotwindsurfApache-2.0
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-build-pipeline --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 2
SKILL.md size: 5 KB
Bundled scripts: none
Requires: Unity 6 (6000.0 LTS); UnityEditor.BuildPipeline. Addressables is a separate package.
Path: skills/unity/unity-build-pipeline/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# 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 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, des

What's inside
Steps it walks through
  1. When to use
  2. Core workflow
  3. Patterns
  4. 1. Scripted build with a result check
  5. 2. Headless / CI invocation
  6. 3. Protect stripped code with link.xml
  7. Pitfalls
  8. References
  9. Related skills
Ships with 1 file
  • references/ci-build-script.md
Commands it runs
Exit code is 0 on success; -quit ensures the editor closes; -nographics for build servers.
Unity -batchmode -quit -nographics \
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About this skill
What does the unity-build-pipeline skill do?

Build and ship Unity 6 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 it?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-build-pipeline --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

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