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unity-build-distribution
Unity Build & Distribution
Instalar con Codex o Claude Copia este prompt, pégalo en Codex, Claude u otro asistente, y deja que revise la página de la skill y la instale por ti.
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Unity Build & Distribution
Instalar con Codex o Claude Copia este prompt, pégalo en Codex, Claude u otro asistente, y deja que revise la página de la skill y la instale por ti.
Basado en la clasificación ocupacional SOC
Unity ScriptableObject Architecture
Unity Shaders
Unity State Machines
Registers new C# files in resources/manifests/<system>.json (files array + tests.editmode/playmode list) and validates with just validate-registry. Use when creating any new script, adding a new game system, or fixing 'orphan file' CI failures. Trigger phrases: 'add to manifest', 'register file', 'new system', 'validate registry'. Key capabilities: exact JSON manifest format, ACTIVE/DEPRECATED/EXPERIMENTAL status, dependency declarations, test class name mapping for pre-push gating via resolve_module_tests.py. Do NOT use for modifying physics logic or editing game scripts unrelated to registration.
Unity Terrain & Track Creation for RC Racing
Unity Testing, Debugging & QA
| name | unity-build-distribution |
| description | Unity Build & Distribution |
Use this skill when configuring build settings, setting up IL2CPP/Mono backends, integrating with Steam, or building CI/CD pipelines for Unity game distribution.
| Mono | IL2CPP | |
|---|---|---|
| Build time | Fast | Slow (C++ compilation) |
| Runtime perf | Baseline | 1.5-3x faster |
| Binary size | Smaller | Larger |
| Decompilation | Easy (ILSpy) | Hard (native) |
| Console support | No | Required |
| Shipping? | Dev builds only | Mandatory for release |
Always ship IL2CPP. Use Mono only for fast iteration during development.
Set in Player Settings > Other Settings > C++ Compiler Configuration:
| Config | Use Case |
|---|---|
| Debug | Development builds with full debugging |
| Release | Shipping builds — optimized with crash diagnostics retained |
| Master | Maximum optimization — strips crash diagnostics, NOT recommended |
Use Release for shipping, not Master. Master removes diagnostic information needed to interpret crash reports. The performance difference is negligible.
Unity 6 replaces the old Build Settings with named Build Profile assets:
.asset files — commit them to version controlRecommended profiles:
| Profile | Purpose | Defines |
|---|---|---|
Demo.asset | Steam demo build | DEMO_BUILD |
Beta.asset | Beta testing | BETA_BUILD |
Release.asset | Full shipping build | (none — release is default) |
Switch profiles via BuildProfile.SetActiveBuildProfile() or command line.
new in Update, no LINQ in hot paths, no string concatenation in loops// Auto-configures via SentryOptions ScriptableObject in Resources/
// IL2CPP symbolication: upload symbols in CI post-build
Key features:
Upload symbols in CI:
sentry-cli debug-files upload --include-sources ./build/
persistentDataPath location — main game reads it on first launch#if DEMO_BUILD preprocessor directives for demo-specific limitsv1.2.3Tag — reads version from the latest git tag1.2.3+abc1234Use Steam branches (betas) for staged rollouts:
| Steam Branch | Purpose | Access |
|---|---|---|
nightly | Automated CI builds | Internal only (password) |
beta | Opt-in beta testing | Public beta signup |
public-beta | Wide beta before release | Public, visible in dropdown |
| (default) | Stable release | Everyone |
Promotion flow: nightly -> beta -> public-beta -> default
Rollback: Set a previous build live on any branch via Steamworks dashboard. Instant, no rebuild needed.
git checkout -b hotfix/1.2.1 v1.2.0nightly branch automaticallybeta — 30-minute smoke testdefault — monitor crash-free rate for 24 hoursgit tag v1.2.1 then merge hotfix branch into main