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
- 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.
- 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.
- 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.)
- 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.
# -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.