Published developer utilities engineered to eliminate studio bottlenecks. Automating cross-platform builds across PC, Android, iOS, and WebGL, simplifying camera sequencing, and enforcing clean architectural discipline across multi-developer teams.
One-click build automation pipeline for Unity studios handling concurrent target platforms.
Engineered to remove the friction of manually configuring player settings, target switches, keystore credentials, and output directories when compiling builds for multiple client deliverables. Allows developers to pre-define platform profiles (e.g. Meta Quest 2 APK vs Steam Windows 64 vs WebGL Demo) and trigger batched compiling with automated post-processing.
Instantly swap active build target and player settings without having to manually re-enter keystores, bundle identifiers, or graphic API tiers.
Encrypted local profile storage for Android release keystores, aliases, and provisioning profiles, avoiding accidental commit leaks.
Execute MPBT build profiles directly from command line, Jenkins, or GitHub Actions using `-executeMethod MPBT.BuildAutomation.RunProfile`.
Automatically zips build folders, appends semantic version timestamps, and organizes outputs into distinct platform folders for instant QA sharing.
Lightweight cinematic camera sequencing and event dispatching without runtime bloat.
Designed to bridge gameplay events and cinematic cutscenes. Offers customizable virtual camera transitions, focal point interpolation, and decoupled trigger zones that notify gameplay systems upon camera arrival or departure without heavy Cinemachine overhead.
Engineering standards maintained across all tools, asset store packages, and production codebases.
Game systems communicate through strongly-typed ScriptableObject channels. Systems remain entirely decoupled: UI listeners can be deleted or refactored without breaking gameplay controllers.
Eliminating runtime Garbage Collection pauses by forbidding string concatenation, LINQ queries, and boxing in Update cycles. Using cached delegate callbacks and reusable collection pools.
High-efficiency inspectors with custom EditorGUI layouts, conditional property drawing, dynamic validations, and inline help boxes that prevent designer errors before runtime.
Comprehensive Unity Test Framework test suites validating build pipeline state machines, serialization resilience, and asset bundle dependency trees before release commits.
Test how the Multi-Platform Build Tool configures pipelines across diverse hardware targets.
// MPBT Pipeline Profile: Meta Quest 2 (Android Standalone)
{
"targetPlatform": "Android",
"buildOptions": "BuildOptions.CompressWithLz4HC",
"scriptingBackend": "ScriptingImplementation.IL2CPP",
"targetArchitectures": "AndroidArchitecture.ARM64",
"textureCompression": "TextureCompression.ASTC",
"renderPipeline": "UniversalRenderPipeline (URP Forward+)",
"xrSDKs": ["OpenXR", "MetaXRFeature"],
"defineSymbols": ["UNITY_VR", "QUEST_PERF_MODE", "PUN2_ENABLED"],
"keystoreConfig": {
"path": "Keys/parallel_xr_release.keystore",
"alias": "parallel_vr_prod"
},
"postProcess": {
"generateApk": true,
"archiveZip": true,
"copyToArtifactDir": "Builds/Quest2/v2.4.0/"
}
}