ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
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
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-build-pipeline --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/unity-build-pipelineContext preview
The summary Claude sees to decide when to auto-load this skill.
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
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.
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)**.
(Mono vs IL2CPP), reducing build size with managed stripping, scripting a repeatable build with `BuildPipeline.BuildPlayer`, or wiring a CI/headless build.
**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`.
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. 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.
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}");
}
}# 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 -
<!-- 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.
reflection-only code. Lower the stripping level or add a `link.xml` preserve entry.
it can return with errors.
*separate* content build (Build → Addressables) and a profile pointing at the right load path; a player build alone doesn't rebuild them.
and is slower; use `BuildOptions.None` for release.
argument parsing, exit codes) and an Addressables content-build call, read `references/ci-build-script.md`.
(player settings, managed code stripping).
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Repo: gamedev-skills/awesome-gamedev-agent-skills
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