Export Pipeline
jame581/GodotPrompter
A skill your agent uses when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions
Build and ship Unity 6.3 LTS players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and…
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-build-pipeline -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-build-pipeline --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/unity/unity-build-pipeline .claude/skills/unity-build-pipeline && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "unity-build-pipeline" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-build-pipeline into .claude/skills/unity-build-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-build-pipeline", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-build-pipelineType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-build-pipeline -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-build-pipeline --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/unity/unity-build-pipeline .agents/skills/unity-build-pipeline && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unity-build-pipeline" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-build-pipeline into .agents/skills/unity-build-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-build-pipeline", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-build-pipeline -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-build-pipeline --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/unity/unity-build-pipeline .cursor/skills/unity-build-pipeline && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "unity-build-pipeline" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-build-pipeline into .cursor/skills/unity-build-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-build-pipeline", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git --path skills/unity/unity-build-pipeline--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-build-pipeline -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-build-pipeline --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/unity/unity-build-pipeline .gemini/skills/unity-build-pipeline && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "unity-build-pipeline" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-build-pipeline into .gemini/skills/unity-build-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-build-pipeline", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-build-pipelineInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-build-pipeline -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/unity/unity-build-pipeline .github/skills/unity-build-pipeline && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "unity-build-pipeline" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-build-pipeline into .github/skills/unity-build-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-build-pipeline", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-build-pipeline -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-build-pipeline --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/unity/unity-build-pipeline .opencode/skills/unity-build-pipeline && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "unity-build-pipeline" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-build-pipeline into .opencode/skills/unity-build-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-build-pipeline", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
unity-build-pipelineBuild and ship Unity 6.3 LTS players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and…
Unity Build Pipeline is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Build and ship Unity 6.3 LTS 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.
Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/ci-build-script.md`).
It sits in Game Development, covering Game development and CI/CD. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.
3 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 0a70cfc. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are csharp, bash and xml).
From the folder's file list and the shell code blocks in SKILL.md.
Hosts in commands or code, which the agent is likely to contact:
docs.unity3d.comFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unity Build Pipeline loads about 1.5k tokens when it runs, and up to ~2.5k if it reads all its reference files. Until then it costs about 106 tokens; SKILL.md has 498 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from gamedev-skills/awesome-gamedev-agent-skills at commit 0a70cfc, republished under its Apache-2.0 licence (© gamedev-skills). 498 words, ~1,462 tokens.
.claude/skills/unity-build-pipeline/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.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). For the forward-looking CoreCLR backend, see the
experimental note at
https://docs.unity3d.com/6000.7/Documentation/Manual/scripting-backends-coreclr.html.steam-publish / itch-publish — distributing the player you just built.unity-csharp-scripting — editor scripting conventions used by build scripts.© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (references) in skills/unity/unity-build-pipeline of gamedev-skills/awesome-gamedev-agent-skills.
Open the folder on GitHubat commit 0a70cfc
Unity Build Pipeline next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unity Build Pipeline this skillgamedev-skills/awesome-gamedev-agent-skills | 1.4k | — | ~1.5k | Automated safety check: Pass | Apache-2.0 | |
| Export Pipelinejame581/GodotPrompter | 805 | — | ~3.5k | Automated safety check: Pass | MIT | |
| Scenario Unity Pipeline Automationscenario-labs/skills | 946 | — | ~5k | Automated safety check: Pass | MIT | |
| Godot Export Buildsthedivergentai/GD-Agentic-Skills | 821 | — | ~3k | Automated safety check: Pass | LGPL-3.0 | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.7k | — | ~4.9k | Automated safety check: Pass | Apache-2.0 |
jame581/GodotPrompter
A skill your agent uses when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions
scenario-labs/skills
A skill your agent uses when automating a Unity 6.3 content pipeline or build: importing an art drop (FBX, PNG) with AssetPostprocessor rules and naming conventions, generating prefabs or editing…
thedivergentai/GD-Agentic-Skills
Expert patterns for multi-platform exports including export templates (Windows/Linux/macOS/Android/iOS/Web), command-line exports (headless mode), platform-specific settings (codesign, notarization…
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
gamedev-skills/awesome-gamedev-agent-skills
Plan, generate, source, normalize, and validate cohesive visual game assets.
gamedev-skills/awesome-gamedev-agent-skills
Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion…
gamedev-skills/awesome-gamedev-agent-skills
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential…
gamedev-skills/awesome-gamedev-agent-skills
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the…
gamedev-skills/awesome-gamedev-agent-skills
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution.
gamedev-skills/awesome-gamedev-agent-skills
Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI.
Categories
Build and ship Unity 6.3 LTS players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and…. Unity Build Pipeline is an agent skill from gamedev-skills/awesome-gamedev-agent-skills.BuildPlayer, and CI/headless builds.
Unity Build Pipeline fits situations like: automating a build; choosing a scripting backend; shrinking build size; the user mentions Unity build.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-build-pipeline -a claude-code`. Or copy the skill folder (skills/unity/unity-build-pipeline in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/unity-build-pipeline in your project. Claude Code loads it when a task matches its description.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-build-pipeline -a codex`. Or copy the skill folder (skills/unity/unity-build-pipeline in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/unity-build-pipeline in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-build-pipeline -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-build-pipeline, .gemini/skills/unity-build-pipeline, .github/skills/unity-build-pipeline and .opencode/skills/unity-build-pipeline in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity Build Pipeline is instructions for the agent only.
SKILL.md names 1 domain. In commands or code: docs.unity3d.com; the agent is likely to contact it when it follows the instructions. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Unity Build Pipeline is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.5k tokens (SKILL.md is roughly 5.8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.1k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Unity Build Pipeline: Export Pipeline (jame581/GodotPrompter, 805 stars), Scenario Unity Pipeline Automation (scenario-labs/skills, 946 stars), Godot Export Builds (thedivergentai/GD-Agentic-Skills, 821 stars) and Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,389 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on October 9, 2026.
Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.