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).
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).link.xml. Set Quality Settings per platform.BuildPipeline.BuildPlayer(BuildPlayerOptions) and inspect the
returned BuildReport — a non-Succeeded result must fail your pipeline.-batchmode -quit -executeMethod, and check the exit code.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 -
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.LoadScene only sees listed scenes.MissingMethodException/TypeLoadException only in the build — managed stripping removed
reflection-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 a
separate 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/debugging
and is slower; use BuildOptions.None for release.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.