Skip to content
Back to skills

Unity Build Platforms

ASecurity

Unity builds — IL2CPP vs Mono, build profiles, addressables-aware builds, Android (Gradle, AAB, Play Asset Delivery), iOS (Xcode post-processing, capabilities), WebGL, console NDA paths (high-level only). USE WHEN: configuring build settings, fixing platform-specific issues, signing, store submission, build size optimization, multi-platform CI. DO NOT USE FOR: editor-side build code (use `unity-editor-tooling`); runtime perf (use `unity-performance`).

  • 31 stars
  • 0 votes
  • 0 copies
  • 1 view
  • Added September 8, 2026
ai-agentsgogitapibackendperformance

Works with

  • api

Security analysis

A100/100

Scanned September 8, 2026

npx -y skills add claude-dev-suite/claude-dev-suite --skill unity-build-platforms --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Unity Build Platforms?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Unity Build Platforms
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/claude-dev-suite-unity-build-platforms/badge)](https://www.skillsdirectory.com/skills/claude-dev-suite-unity-build-platforms)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: unity-build-platforms
description: |
  Unity builds — IL2CPP vs Mono, build profiles, addressables-aware builds,
  Android (Gradle, AAB, Play Asset Delivery), iOS (Xcode post-processing,
  capabilities), WebGL, console NDA paths (high-level only).

  USE WHEN: configuring build settings, fixing platform-specific issues,
  signing, store submission, build size optimization, multi-platform CI.

  DO NOT USE FOR: editor-side build code (use `unity-editor-tooling`); runtime
  perf (use `unity-performance`).
allowed-tools: Read, Grep, Glob, Write, Edit
---

# Unity Builds & Platforms

## Scripting backend

| Backend | Where | Trade-off |
|---|---|---|
| **IL2CPP** | All shipping builds | AOT-compiled, smaller perf surprises, slow build, larger binary |
| **Mono** | Editor + dev iteration | Fast build, dynamic features, larger memory, JIT not allowed on iOS |

Ship IL2CPP for production on every platform that supports it.

## Build profiles (Unity 6)

`Window > Build Profiles` — distinct configs per target (development PC, release PC, mobile dev, mobile release). Each profile has its own scripting backend, scenes list, scripting defines, and build path.

## Android

### Gradle + libraries

`Assets/Plugins/Android/` for AAR/JAR drops. Use **Custom Main Manifest / Custom Gradle Properties** when third-party SDKs need them — avoid editing `Library/` generated files.

### AAB (App Bundle)

Mandatory on Play Store since 2021. Configure:
- Minimum API level (typically 26+)
- Target API level (latest stable)
- Architectures: **ARM64 only** for shipping (x86 is dev-only)
- IL2CPP Code Generation: Faster runtime
- **Strip Engine Code = ON**

### Play Asset Delivery (PAD)

Splits content into install-time / fast-follow / on-demand asset packs. Pair with Addressables: configure remote group → builds into `.aab` asset packs. Use for big games (>150 MB base APK limit).

### Permissions

Declare only what you use; runtime-request location/camera/mic. Recent Android requires `Manifest.permission.POST_NOTIFICATIONS` for push.

## iOS

### Build flow

Unity → Xcode project → archive → notarize/upload via Xcode or `altool`. Most issues come from **Build Phases** missing entitlements; fix via `OnPostprocessBuild`:

```csharp
[PostProcessBuild]
public static void Modify(BuildTarget t, string path) {
    if (t != BuildTarget.iOS) return;
    var pbx = new PBXProject();
    var pbxPath = PBXProject.GetPBXProjectPath(path);
    pbx.ReadFromFile(pbxPath);
    string targetGuid = pbx.GetUnityMainTargetGuid();
    pbx.AddFrameworkToProject(targetGuid, "UserNotifications.framework", false);
    pbx.WriteToFile(pbxPath);
}
```

### Capabilities & Info.plist

Push (`UserNotifications`), Sign in with Apple, Game Center, IAP — via Capabilities. Privacy strings (`NSCameraUsageDescription`) — must explain user-visible reason.

## WebGL

Constraints:
- No real threads (until SharedArrayBuffer is fully unlocked)
- Memory cap (usually 256–512 MB; configure in Player Settings)
- Compression: **Brotli** when server supports it; **Gzip** otherwise; **Disabled** only for itch.io-style hosts that decompress for you

Disable: bloom (heavy), realtime shadows (gather), reflection probes if static.

## Console (PS5/XSX/Switch)

Behind NDA. High-level: separate Unity install per platform; console-specific Build Pipeline calls; first-party libs (PSN/Xbox Live/Nintendo Account) wrap their own SDK on top of Unity. Get developer account + Unity console license before scoping.

## CI for multi-platform

```yaml
# pseudo-yaml: matrix over platforms
strategy:
  matrix:
    target: [StandaloneWindows64, Android, iOS]
steps:
  - uses: game-ci/unity-builder@v4
    with:
      targetPlatform: ${{ matrix.target }}
      buildMethod: CIBuild.Build
```

## Anti-patterns

| Anti-pattern | Fix |
|---|---|
| Mono on shipping mobile | IL2CPP + ARM64 |
| Engine code stripping disabled | Enable High; add `link.xml` for reflection types |
| Forgotten dev provisioning profile | Use distribution profile in Release builds |
| Big base APK exceeding 150 MB | PAD asset packs + Addressables |
| WebGL gzip on a host that doesn't decompress | Brotli or Disabled compression |
| Same scripting defines across all platforms | Per-platform defines in Build Profiles |

## Production checklist

- [ ] Build Profiles configured per target
- [ ] Signing keys stored securely (GitHub secrets, not committed)
- [ ] Minimum/target SDK / iOS deployment target documented
- [ ] Addressables built before player on every platform
- [ ] Platform-specific permissions strings + capabilities reviewed
- [ ] Build size budget tracked over time (alert on regressions)
- [ ] Day-1 patch / fast-follow path tested

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…