This works! It works for most small things! But as a game gets bigger and starts gathering more dependences (anything from external plugin DLLs, license files, images, etc.), a “full build” of your game starts requiring extra steps of copy+paste into the final directory before delivery. If you’ve ever “built” your game in Unity, you know what this is in the most simple form: Ctrl/Cmd+Shift+B and click “Build and Run”. This post isn’t going to be a long one, and mainly focuses around a single aspect of development, the build pipeline. It’s because of this that I consider it a prime responsibility of the indie community to share knowledge with each other, so to that end I want to share some of that secret knowledge to help others. Like I touched on in that Steamworks post, a lot of knowledge about Steam/Steamworks moves around in private online communities as well as inside of large orgs that have no incentive to share this knowledge. I would also be lying if I told you I wasn’t writing as well for my own reference. This post is a bit of a companion to that that leverages some things I’ve learned along the way, especially in regards to delivery and how things work in the actual build pipeline. Unity Steamworks Unity Build Pipelines Part 1: Automating Multiplatform Builds with Steam Integrations IntroductionĪ while back I wrote a post that introduced the idea of using the Facepunch.Steamworks library in Unity. Unity Build Pipelines Part 1: Automating Multiplatform Builds with Steam Integrations