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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.
npx skill4agent add gamedev-skills/awesome-gamedev-agent-skills unity-build-pipelineBuildPipeline.BuildPlayerProjectSettings/EditorBuildSettings.assetsteam-publishitch-publishEditorBuildSettings.scenesBuildTargetEditorUserBuildSettingslink.xmlBuildPipeline.BuildPlayer(BuildPlayerOptions)BuildReportSucceeded-batchmode -quit -executeMethodusing 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 -link.xml<!-- Assets/link.xml — keep types the linker can't see are used (reflection, JSON, plugins). -->
<linker>
<assembly fullname="MyGameRuntime" preserve="all"/>
</linker>SceneManager.LoadSceneMissingMethodExceptionTypeLoadExceptionlink.xmlBuildReport.summary.resultcom.unity.addressablesBuildOptions.DevelopmentBuildOptions.Nonereferences/ci-build-script.mdScriptReference/BuildPipeline.BuildPlayersteam-publishitch-publishunity-csharp-scripting