unity-build-pipeline

unity-build-pipeline is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 92 tokens per session (1,279 once invoked), scanned A, original, Apache-2.0.

Instructions for building Unity 6.3 LTS games and applications for a chosen platform. They cover scenes, build settings, scripting backends, code stripping, scripted builds, and automated or headless builds.

In plain words
What is it for?
Use them to configure or automate Unity builds, choose between Mono and IL2CPP, reduce build size, or connect Unity builds to continuous integration systems.
Why use it?
They explain the Unity settings and build choices that determine what ships, how the program runs, and how large the build is.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unity plugin — 8 skills shipped together , and of gamedev

Good fit Use them to configure or automate Unity builds, choose between Mono and IL2CPP, reduce build size, or connect Unity builds to continuous integration systems.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/unity-build-pipeline
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-build-pipeline
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install unity, the plugin that ships this one along with the rest of its 8 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unity-build-pipeline

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-build-pipeline/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-build-pipeline)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-build-pipeline"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-build-pipeline/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for unity-build-pipeline

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-build-pipeline"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-build-pipeline.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 92 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,279 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 8 Aug 2026
  • Snyk warn 8 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00092 $0.01279
Opus 5 $0.00046 $0.00639
Sonnet 5 $0.00018 $0.00256
Haiku 4.5 $0.00009 $0.00128

Measured 13d ago against content hash a73673eec180, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

unity-build-pipeline scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 13d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/unity/unity-build-pipeline/SKILL.md · 123 lines

How it starts

The opening of the file, as written. The whole thing — 123 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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.
  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

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}");
    }
}

Read the full file on GitHub · 123 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 13d ago First seen · 123 lines · 92 tokens per session scan A a73673eec180

Subscribe to this mod's changes

unity-build-pipeline is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 92 tokens to every session and 1,279 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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