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Get Started Free →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.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-02 | ✗→✓ | ▲ Improved | -23% | 0% |
| case-05 | ✗→✓ | ▲ Improved | 226% | 0% |
| case-03 | ✓→✓ | = Same ✓ | 22% | 0% |
| case-04 | ✓→✓ | = Same ✓ | 43% | 0% |
| case-06 | ✓→✓ | = Same ✓ | 60% | 0% |
Configure, script, and automate Unity 6 player builds: scenes, platform target, scripting backend, stripping, and headless/CI builds. Targets Unity 6 (6000.0 LTS).
(Mono vs IL2CPP), reducing build size with managed stripping, scripting a repeatable build with 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.
(BuildTarget / EditorUserBuildSettings).
IL2CPP (AOT C++; required for many platforms, better perf, harder to reverse). IL2CPP needs the platform's C++ toolchain installed.
and protect reflection-only code with a link.xml. Set Quality Settings per platform.
BuildPipeline.BuildPlayer(BuildPlayerOptions) and inspect thereturned BuildReport — a non-Succeeded result must fail your pipeline.
-batchmode -quit -executeMethod, and check the exit code.without throwing.
csharpusing 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}"); } }
bash# 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 -
link.xmlxml<!-- Assets/link.xml — keep types the linker can't see are used (reflection, JSON, plugins). --> <linker> <assembly fullname="MyGameRuntime" preserve="all"/> </linker>
scene list (or is disabled). SceneManager.LoadScene only sees listed scenes.
tools, Android NDK) isn't installed. Mono has no such requirement.
MissingMethodException/TypeLoadException only in the build — managed stripping removedreflection-only code. Lower the stripping level or add a link.xml preserve entry.
BuildReport.summary.result;it can return with errors.
com.unity.addressables) need aseparate content build (Build → Addressables) and a profile pointing at the right load path; a player build alone doesn't rebuild them.
BuildOptions.Development enables the profiler/debuggingand is slower; use BuildOptions.None for release.
argument parsing, exit codes) and an Addressables content-build call, read references/ci-build-script.md.
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.Other measured skills in the registry, with their headline benchmark lift.