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Unity Multi Build Script

v 0.1.1

multi Build in action!

Create builds from the terminal for:

  • Android
  • iOS
  • Linux
  • Mac
  • WebGL
  • Windows
  • (or all of the above in a batch!)

All with one terminal command: ./build All path/to/project

Setup

Do not have the project open in Unity, or the same copy of Unity you are using to run the script open or the script will not work

Change the /path/to/unity on line 3 of build.sh to the correct path for your situation.

Example for Mac:

/Applications/Unity/UnityBuilds.app/Contents/MacOS/Unity

Copy the Assets/Editor/Build.cs to Assets/Editor/ in your Unity project.

Run the build.sh script and give it the platform you desire to build as the first parameter and the directory your Unity project is in as the second parameter.

Platforms

  • Android
    • ./build Android path/to/project
  • iOS
    • ./build iOS path/to/project
  • Linux
    • ./build Linux path/to/project
  • Mac
    • ./build Mac path/to/project
  • WebGL
    • ./build WebGL path/to/project
  • Windows
    • ./build Windows path/to/project
  • All 6
    • ./build All path/to/project

Caveats

  1. Unity cannot be running when the script is started
  2. If you have multiple copies of Unity on your computer none of them can have the project you are attempting to build open

Folder Structure

Unity Project
Builds
Android
project-name-YYYY-MM-DD-HH-MM-SS.apk
iOS
project-name-YYYY-MM-DD-HH-MM-SS
Linux
project-name-YYYY-MM-DD-HH-MM-SS
Mac
project-name-YYYY-MM-DD-HH-MM-SS.app
WebGL
project-name-YYYY-MM-DD-HH-MM-SS
Win
project-name-YYYY-MM-DD-HH-MM-SS

Contributing

Please do not hesitate to submit pull requests, I would love this to be a community effort. Check the Github issues for ways to help that I already have on my radar, but here are a few important issues:

Help wanted

  • Fixes or possible solutions to caveats 1 & 2.
  • Graceful fail / nice errors for common possible mistakes.
  • Windows - some way to run this on Windows would be great and make it cross platform!
  • Additional Platforms?
  • Way to have Android and iOS builds go to an attached phone/tablet via a terminal command.

Versioning

SemVer see CHANGELOG.md.

Authors

See also the list of contributors who participated in this project.

License

This project is licensed under the MIT License - see the LICENSE file for details

About

No description, website, or topics provided.

Resources

Stars

3 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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This repository was archived by the owner on Mar 16, 2026. It is now read-only.

Latest commit

History

7 Commits

Folders and files

NameName
Last commit message
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Repository files navigation

Unity Multi Build Script

v 0.1.1

multi Build in action!

Create builds from the terminal for:

  • Android
  • iOS
  • Linux
  • Mac
  • WebGL
  • Windows
  • (or all of the above in a batch!)

All with one terminal command: ./build All path/to/project

Setup

Do not have the project open in Unity, or the same copy of Unity you are using to run the script open or the script will not work

Change the /path/to/unity on line 3 of build.sh to the correct path for your situation.

Example for Mac:

/Applications/Unity/UnityBuilds.app/Contents/MacOS/Unity

Copy the Assets/Editor/Build.cs to Assets/Editor/ in your Unity project.

Run the build.sh script and give it the platform you desire to build as the first parameter and the directory your Unity project is in as the second parameter.

Platforms

  • Android
    • ./build Android path/to/project
  • iOS
    • ./build iOS path/to/project
  • Linux
    • ./build Linux path/to/project
  • Mac
    • ./build Mac path/to/project
  • WebGL
    • ./build WebGL path/to/project
  • Windows
    • ./build Windows path/to/project
  • All 6
    • ./build All path/to/project

Caveats

  1. Unity cannot be running when the script is started
  2. If you have multiple copies of Unity on your computer none of them can have the project you are attempting to build open

Folder Structure

Unity Project
Builds
Android
project-name-YYYY-MM-DD-HH-MM-SS.apk
iOS
project-name-YYYY-MM-DD-HH-MM-SS
Linux
project-name-YYYY-MM-DD-HH-MM-SS
Mac
project-name-YYYY-MM-DD-HH-MM-SS.app
WebGL
project-name-YYYY-MM-DD-HH-MM-SS
Win
project-name-YYYY-MM-DD-HH-MM-SS

Contributing

Please do not hesitate to submit pull requests, I would love this to be a community effort. Check the Github issues for ways to help that I already have on my radar, but here are a few important issues:

Help wanted

  • Fixes or possible solutions to caveats 1 & 2.
  • Graceful fail / nice errors for common possible mistakes.
  • Windows - some way to run this on Windows would be great and make it cross platform!
  • Additional Platforms?
  • Way to have Android and iOS builds go to an attached phone/tablet via a terminal command.

Versioning

SemVer see CHANGELOG.md.

Authors

See also the list of contributors who participated in this project.

License

This project is licensed under the MIT License - see the LICENSE file for details

About

No description, website, or topics provided.

Resources

Stars

3 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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This repository was archived by the owner on Mar 16, 2026. It is now read-only.

Latest commit

History

7 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

Unity Multi Build Script

v 0.1.1

multi Build in action!

Create builds from the terminal for:

  • Android
  • iOS
  • Linux
  • Mac
  • WebGL
  • Windows
  • (or all of the above in a batch!)

All with one terminal command: ./build All path/to/project

Setup

Do not have the project open in Unity, or the same copy of Unity you are using to run the script open or the script will not work

Change the /path/to/unity on line 3 of build.sh to the correct path for your situation.

Example for Mac:

/Applications/Unity/UnityBuilds.app/Contents/MacOS/Unity

Copy the Assets/Editor/Build.cs to Assets/Editor/ in your Unity project.

Run the build.sh script and give it the platform you desire to build as the first parameter and the directory your Unity project is in as the second parameter.

Platforms

  • Android
    • ./build Android path/to/project
  • iOS
    • ./build iOS path/to/project
  • Linux
    • ./build Linux path/to/project
  • Mac
    • ./build Mac path/to/project
  • WebGL
    • ./build WebGL path/to/project
  • Windows
    • ./build Windows path/to/project
  • All 6
    • ./build All path/to/project

Caveats

  1. Unity cannot be running when the script is started
  2. If you have multiple copies of Unity on your computer none of them can have the project you are attempting to build open

Folder Structure

Unity Project
Builds
Android
project-name-YYYY-MM-DD-HH-MM-SS.apk
iOS
project-name-YYYY-MM-DD-HH-MM-SS
Linux
project-name-YYYY-MM-DD-HH-MM-SS
Mac
project-name-YYYY-MM-DD-HH-MM-SS.app
WebGL
project-name-YYYY-MM-DD-HH-MM-SS
Win
project-name-YYYY-MM-DD-HH-MM-SS

Contributing

Please do not hesitate to submit pull requests, I would love this to be a community effort. Check the Github issues for ways to help that I already have on my radar, but here are a few important issues:

Help wanted

  • Fixes or possible solutions to caveats 1 & 2.
  • Graceful fail / nice errors for common possible mistakes.
  • Windows - some way to run this on Windows would be great and make it cross platform!
  • Additional Platforms?
  • Way to have Android and iOS builds go to an attached phone/tablet via a terminal command.

Versioning

SemVer see CHANGELOG.md.

Authors

See also the list of contributors who participated in this project.

License

This project is licensed under the MIT License - see the LICENSE file for details

About

No description, website, or topics provided.

Resources

Stars

3 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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This repository was archived by the owner on Mar 16, 2026. It is now read-only.

Latest commit

History

7 Commits

Folders and files

NameName
Last commit message
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Unity Multi Build Script

v 0.1.1

multi Build in action!

Create builds from the terminal for:

  • Android
  • iOS
  • Linux
  • Mac
  • WebGL
  • Windows
  • (or all of the above in a batch!)

All with one terminal command: ./build All path/to/project

Setup

Do not have the project open in Unity, or the same copy of Unity you are using to run the script open or the script will not work

Change the /path/to/unity on line 3 of build.sh to the correct path for your situation.

Example for Mac:

/Applications/Unity/UnityBuilds.app/Contents/MacOS/Unity

Copy the Assets/Editor/Build.cs to Assets/Editor/ in your Unity project.

Run the build.sh script and give it the platform you desire to build as the first parameter and the directory your Unity project is in as the second parameter.

Platforms

  • Android
    • ./build Android path/to/project
  • iOS
    • ./build iOS path/to/project
  • Linux
    • ./build Linux path/to/project
  • Mac
    • ./build Mac path/to/project
  • WebGL
    • ./build WebGL path/to/project
  • Windows
    • ./build Windows path/to/project
  • All 6
    • ./build All path/to/project

Caveats

  1. Unity cannot be running when the script is started
  2. If you have multiple copies of Unity on your computer none of them can have the project you are attempting to build open

Folder Structure

Unity Project
Builds
Android
project-name-YYYY-MM-DD-HH-MM-SS.apk
iOS
project-name-YYYY-MM-DD-HH-MM-SS
Linux
project-name-YYYY-MM-DD-HH-MM-SS
Mac
project-name-YYYY-MM-DD-HH-MM-SS.app
WebGL
project-name-YYYY-MM-DD-HH-MM-SS
Win
project-name-YYYY-MM-DD-HH-MM-SS

Contributing

Please do not hesitate to submit pull requests, I would love this to be a community effort. Check the Github issues for ways to help that I already have on my radar, but here are a few important issues:

Help wanted

  • Fixes or possible solutions to caveats 1 & 2.
  • Graceful fail / nice errors for common possible mistakes.
  • Windows - some way to run this on Windows would be great and make it cross platform!
  • Additional Platforms?
  • Way to have Android and iOS builds go to an attached phone/tablet via a terminal command.

Versioning

SemVer see CHANGELOG.md.

Authors

See also the list of contributors who participated in this project.

License

This project is licensed under the MIT License - see the LICENSE file for details

About

No description, website, or topics provided.

Resources

Stars

3 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content
This repository was archived by the owner on Mar 16, 2026. It is now read-only.

Latest commit

History

7 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

Unity Multi Build Script

v 0.1.1

multi Build in action!

Create builds from the terminal for:

  • Android
  • iOS
  • Linux
  • Mac
  • WebGL
  • Windows
  • (or all of the above in a batch!)

All with one terminal command: ./build All path/to/project

Setup

Do not have the project open in Unity, or the same copy of Unity you are using to run the script open or the script will not work

Change the /path/to/unity on line 3 of build.sh to the correct path for your situation.

Example for Mac:

/Applications/Unity/UnityBuilds.app/Contents/MacOS/Unity

Copy the Assets/Editor/Build.cs to Assets/Editor/ in your Unity project.

Run the build.sh script and give it the platform you desire to build as the first parameter and the directory your Unity project is in as the second parameter.

Platforms

  • Android
    • ./build Android path/to/project
  • iOS
    • ./build iOS path/to/project
  • Linux
    • ./build Linux path/to/project
  • Mac
    • ./build Mac path/to/project
  • WebGL
    • ./build WebGL path/to/project
  • Windows
    • ./build Windows path/to/project
  • All 6
    • ./build All path/to/project

Caveats

  1. Unity cannot be running when the script is started
  2. If you have multiple copies of Unity on your computer none of them can have the project you are attempting to build open

Folder Structure

Unity Project
Builds
Android
project-name-YYYY-MM-DD-HH-MM-SS.apk
iOS
project-name-YYYY-MM-DD-HH-MM-SS
Linux
project-name-YYYY-MM-DD-HH-MM-SS
Mac
project-name-YYYY-MM-DD-HH-MM-SS.app
WebGL
project-name-YYYY-MM-DD-HH-MM-SS
Win
project-name-YYYY-MM-DD-HH-MM-SS

Contributing

Please do not hesitate to submit pull requests, I would love this to be a community effort. Check the Github issues for ways to help that I already have on my radar, but here are a few important issues:

Help wanted

  • Fixes or possible solutions to caveats 1 & 2.
  • Graceful fail / nice errors for common possible mistakes.
  • Windows - some way to run this on Windows would be great and make it cross platform!
  • Additional Platforms?
  • Way to have Android and iOS builds go to an attached phone/tablet via a terminal command.

Versioning

SemVer see CHANGELOG.md.

Authors

See also the list of contributors who participated in this project.

License

This project is licensed under the MIT License - see the LICENSE file for details

About

No description, website, or topics provided.

Resources

Stars

3 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
This repository was archived by the owner on Mar 16, 2026. It is now read-only.

Latest commit

History

7 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

Unity Multi Build Script

v 0.1.1

multi Build in action!

Create builds from the terminal for:

  • Android
  • iOS
  • Linux
  • Mac
  • WebGL
  • Windows
  • (or all of the above in a batch!)

All with one terminal command: ./build All path/to/project

Setup

Do not have the project open in Unity, or the same copy of Unity you are using to run the script open or the script will not work

Change the /path/to/unity on line 3 of build.sh to the correct path for your situation.

Example for Mac:

/Applications/Unity/UnityBuilds.app/Contents/MacOS/Unity

Copy the Assets/Editor/Build.cs to Assets/Editor/ in your Unity project.

Run the build.sh script and give it the platform you desire to build as the first parameter and the directory your Unity project is in as the second parameter.

Platforms

  • Android
    • ./build Android path/to/project
  • iOS
    • ./build iOS path/to/project
  • Linux
    • ./build Linux path/to/project
  • Mac
    • ./build Mac path/to/project
  • WebGL
    • ./build WebGL path/to/project
  • Windows
    • ./build Windows path/to/project
  • All 6
    • ./build All path/to/project

Caveats

  1. Unity cannot be running when the script is started
  2. If you have multiple copies of Unity on your computer none of them can have the project you are attempting to build open

Folder Structure

Unity Project
Builds
Android
project-name-YYYY-MM-DD-HH-MM-SS.apk
iOS
project-name-YYYY-MM-DD-HH-MM-SS
Linux
project-name-YYYY-MM-DD-HH-MM-SS
Mac
project-name-YYYY-MM-DD-HH-MM-SS.app
WebGL
project-name-YYYY-MM-DD-HH-MM-SS
Win
project-name-YYYY-MM-DD-HH-MM-SS

Contributing

Please do not hesitate to submit pull requests, I would love this to be a community effort. Check the Github issues for ways to help that I already have on my radar, but here are a few important issues:

Help wanted

  • Fixes or possible solutions to caveats 1 & 2.
  • Graceful fail / nice errors for common possible mistakes.
  • Windows - some way to run this on Windows would be great and make it cross platform!
  • Additional Platforms?
  • Way to have Android and iOS builds go to an attached phone/tablet via a terminal command.

Versioning

SemVer see CHANGELOG.md.

Authors

See also the list of contributors who participated in this project.

License

This project is licensed under the MIT License - see the LICENSE file for details

About

No description, website, or topics provided.

Resources

Stars

3 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
This repository was archived by the owner on Mar 16, 2026. It is now read-only.

Latest commit

History

7 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

Unity Multi Build Script

v 0.1.1

multi Build in action!

Create builds from the terminal for:

  • Android
  • iOS
  • Linux
  • Mac
  • WebGL
  • Windows
  • (or all of the above in a batch!)

All with one terminal command: ./build All path/to/project

Setup

Do not have the project open in Unity, or the same copy of Unity you are using to run the script open or the script will not work

Change the /path/to/unity on line 3 of build.sh to the correct path for your situation.

Example for Mac:

/Applications/Unity/UnityBuilds.app/Contents/MacOS/Unity

Copy the Assets/Editor/Build.cs to Assets/Editor/ in your Unity project.

Run the build.sh script and give it the platform you desire to build as the first parameter and the directory your Unity project is in as the second parameter.

Platforms

  • Android
    • ./build Android path/to/project
  • iOS
    • ./build iOS path/to/project
  • Linux
    • ./build Linux path/to/project
  • Mac
    • ./build Mac path/to/project
  • WebGL
    • ./build WebGL path/to/project
  • Windows
    • ./build Windows path/to/project
  • All 6
    • ./build All path/to/project

Caveats

  1. Unity cannot be running when the script is started
  2. If you have multiple copies of Unity on your computer none of them can have the project you are attempting to build open

Folder Structure

Unity Project
Builds
Android
project-name-YYYY-MM-DD-HH-MM-SS.apk
iOS
project-name-YYYY-MM-DD-HH-MM-SS
Linux
project-name-YYYY-MM-DD-HH-MM-SS
Mac
project-name-YYYY-MM-DD-HH-MM-SS.app
WebGL
project-name-YYYY-MM-DD-HH-MM-SS
Win
project-name-YYYY-MM-DD-HH-MM-SS

Contributing

Please do not hesitate to submit pull requests, I would love this to be a community effort. Check the Github issues for ways to help that I already have on my radar, but here are a few important issues:

Help wanted

  • Fixes or possible solutions to caveats 1 & 2.
  • Graceful fail / nice errors for common possible mistakes.
  • Windows - some way to run this on Windows would be great and make it cross platform!
  • Additional Platforms?
  • Way to have Android and iOS builds go to an attached phone/tablet via a terminal command.

Versioning

SemVer see CHANGELOG.md.

Authors

See also the list of contributors who participated in this project.

License

This project is licensed under the MIT License - see the LICENSE file for details

About

No description, website, or topics provided.

Resources

Stars

3 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Unity Multi Build Script

v 0.1.1

multi Build in action!

Create builds from the terminal for:

  • Android
  • iOS
  • Linux
  • Mac
  • WebGL
  • Windows
  • (or all of the above in a batch!)

All with one terminal command: ./build All path/to/project

Setup

Do not have the project open in Unity, or the same copy of Unity you are using to run the script open or the script will not work

Change the /path/to/unity on line 3 of build.sh to the correct path for your situation.

Example for Mac:

/Applications/Unity/UnityBuilds.app/Contents/MacOS/Unity

Copy the Assets/Editor/Build.cs to Assets/Editor/ in your Unity project.

Run the build.sh script and give it the platform you desire to build as the first parameter and the directory your Unity project is in as the second parameter.

Platforms

  • Android
    • ./build Android path/to/project
  • iOS
    • ./build iOS path/to/project
  • Linux
    • ./build Linux path/to/project
  • Mac
    • ./build Mac path/to/project
  • WebGL
    • ./build WebGL path/to/project
  • Windows
    • ./build Windows path/to/project
  • All 6
    • ./build All path/to/project

Caveats

  1. Unity cannot be running when the script is started
  2. If you have multiple copies of Unity on your computer none of them can have the project you are attempting to build open

Folder Structure

Unity Project
Builds
Android
project-name-YYYY-MM-DD-HH-MM-SS.apk
iOS
project-name-YYYY-MM-DD-HH-MM-SS
Linux
project-name-YYYY-MM-DD-HH-MM-SS
Mac
project-name-YYYY-MM-DD-HH-MM-SS.app
WebGL
project-name-YYYY-MM-DD-HH-MM-SS
Win
project-name-YYYY-MM-DD-HH-MM-SS

Contributing

Please do not hesitate to submit pull requests, I would love this to be a community effort. Check the Github issues for ways to help that I already have on my radar, but here are a few important issues:

Help wanted

  • Fixes or possible solutions to caveats 1 & 2.
  • Graceful fail / nice errors for common possible mistakes.
  • Windows - some way to run this on Windows would be great and make it cross platform!
  • Additional Platforms?
  • Way to have Android and iOS builds go to an attached phone/tablet via a terminal command.

Versioning

SemVer see CHANGELOG.md.

Authors

See also the list of contributors who participated in this project.

License

This project is licensed under the MIT License - see the LICENSE file for details

About

No description, website, or topics provided.

Resources

Stars

3 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages