Unity Build Pipeline

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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.

AI 產生的概覽

指導設定、撰寫腳本並自動化 Unity 6.3 LTS 播放器建置,涵蓋腳本後端、程式碼裁剪與無頭 CI 建置。

功能
說明如何設定 Unity 播放器建置:場景清單、平台目標、Mono 與 IL2CPP 腳本後端、使用 link.xml 的受控程式碼裁剪,以及透過 BuildPipeline.BuildPlayer 撰寫腳本化建置並檢查 BuildReport 結果。也介紹使用 batchmode 與結束代碼的無頭 CI 呼叫方式,以及常見建置陷阱,例如場景遺漏、反射程式碼被裁剪和 Addressables 內容過期。參考檔案包含更完整的多平台 CI 建置腳本。
適用情境
適用於設定或自動化 Unity 建置、選擇腳本後端、透過受控裁剪縮小建置大小,或串接無頭/CI 建置時。適合具有 EditorBuildSettings.asset 或已有 CI 建置腳本的專案。
執行需求
Unity 6.3 LTS(6000.3)編輯器與一個 Unity 專案;IL2CPP 建置需要平台的 C++ 工具鏈(例如 Windows 建置工具或 Android NDK)。此技能不隨附腳本,僅為指示文件加一份參考文件。

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/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, 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 it is experimental, desktop-only, and not production-ready as of Unity 6.7 — 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.Unity -batchmode -quit -nographics \  -projectPath "/path/to/Project" \  -executeMethod BuildScript.BuildWindows \  -logFile -

3. 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 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 build — BuildOptions.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). 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.

來源與署名

來源:gamedev-skills/awesome-gamedev-agent-skills位於skills/unity/unity-build-pipeline提交d4b0e35

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