I Built a Unity CI/CD Pipeline So You Don’t Have To :D (Feedback is welcome!)
Hey r/Unity3D !
I wanted to share my Unity CI/CD pipeline built with GitHub Actions. It’s designed to handle:
* Automated EditMode & PlayMode tests
* Multi-platform builds (WebGL, iOS, Android, macOS, Windows, Linux)
* GitHub Releases + versioning
* Deployments (gh-pages, [itch.io](http://itch.io), Firebase, S3, Steam, TestFlight)
* Discord/Slack notifications for status updates
I’m calling this **v1**, but to be fair: This needs quite a bit more polishment/optimization... I am by no means an expert yaml/Github Actions writer, and I had my fair share of AI to help with a lot of it. But none-the-less t’s working and modular, but there’s lots of room for optimization, performance improvements, simplifying config, better docs, etc. :3
I’d love for others to try it out, break it, suggest improvements, or even just give feedback. It’s open source and meant to be useful for solo devs, small teams, or anyone curious about integrating Unity with modern CI/CD pipelines.
# 🌐 Live WebGL Demo
➡️ [Play it here](https://avalin.github.io/Unity-CI-Templates/)
# 📦 GitHub Repository
🔗 [GitHub Project](https://github.com/Avalin/Unity-CI-Templates)
If you’ve been looking for a starter pipeline or want to see what’s possible with Unity + GitHub Actions, I’d be happy if you check it out.
Any thoughts or suggestions welcome!
https://redd.it/1kg7fou
@r_Unity3D
Hey r/Unity3D !
I wanted to share my Unity CI/CD pipeline built with GitHub Actions. It’s designed to handle:
* Automated EditMode & PlayMode tests
* Multi-platform builds (WebGL, iOS, Android, macOS, Windows, Linux)
* GitHub Releases + versioning
* Deployments (gh-pages, [itch.io](http://itch.io), Firebase, S3, Steam, TestFlight)
* Discord/Slack notifications for status updates
I’m calling this **v1**, but to be fair: This needs quite a bit more polishment/optimization... I am by no means an expert yaml/Github Actions writer, and I had my fair share of AI to help with a lot of it. But none-the-less t’s working and modular, but there’s lots of room for optimization, performance improvements, simplifying config, better docs, etc. :3
I’d love for others to try it out, break it, suggest improvements, or even just give feedback. It’s open source and meant to be useful for solo devs, small teams, or anyone curious about integrating Unity with modern CI/CD pipelines.
# 🌐 Live WebGL Demo
➡️ [Play it here](https://avalin.github.io/Unity-CI-Templates/)
# 📦 GitHub Repository
🔗 [GitHub Project](https://github.com/Avalin/Unity-CI-Templates)
If you’ve been looking for a starter pipeline or want to see what’s possible with Unity + GitHub Actions, I’d be happy if you check it out.
Any thoughts or suggestions welcome!
https://redd.it/1kg7fou
@r_Unity3D
itch.io
itch.io is a simple way to find, download and distribute indie games online. Whether you're a developer looking to upload your game or just someone looking for something new to play itch.io has you covered.
Trying to add snow to my game but it looks like spilled milk on the ground, any idea on how to improve it ?
https://redd.it/1kg8qtg
@r_Unity3D
https://redd.it/1kg8qtg
@r_Unity3D
Can you tell if visual noscripting was used based on build files?
I'm still quite new to Unity, having only taken an intro to C# class. However, in my current game mechanics class our instructor is only allowing us to use visual noscripting and my god it's killing me. If I were to make my game by coding in C#, would the instructor be able to tell based on the build files I submit? The games we're making are extremely simple with just things like key and door mechanics, NPC dialogue etc.
I'm an artist and I really thought visual noscripting would be easier for me than C# but it's just so visually overwhelming and I don't find it intuitive at all. :(
https://redd.it/1kgpyfu
@r_Unity3D
I'm still quite new to Unity, having only taken an intro to C# class. However, in my current game mechanics class our instructor is only allowing us to use visual noscripting and my god it's killing me. If I were to make my game by coding in C#, would the instructor be able to tell based on the build files I submit? The games we're making are extremely simple with just things like key and door mechanics, NPC dialogue etc.
I'm an artist and I really thought visual noscripting would be easier for me than C# but it's just so visually overwhelming and I don't find it intuitive at all. :(
https://redd.it/1kgpyfu
@r_Unity3D
Reddit
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As a solo dev with zero experience, I finally launched my first mobile game — and people are actually playing it.
https://redd.it/1kgr615
@r_Unity3D
https://redd.it/1kgr615
@r_Unity3D
I just quit my job to pursue my dream game
That’s it — I’ve taken the leap. As the noscript says, I’m now working full-time on my dream game. I wanted to share how I got here, what the journey has been like, and what’s coming next.
Two years ago: Installing Unity for the first time
I knew absolutely nothing about game development — no clue about assets, graphics, C#, URP… but it was fun! I learned through dozens of tutorials during the first two months, just as a hobby. That’s when I started working on my dream game: ZRoad.
Developing my game as a hobby
I began implementing basic gameplay mechanics, a progression system, different weapons, ability skills, and more — all during my free time outside of work.
The game grew slowly but steadily. Over time, it became more than just a fun project. I started seeing it as a potential real product.
Turning the hobby into a side job
The difference between hobbyist game dev and doing it seriously comes down to one thing: you need to make a living out of it.
That means thinking about monetization, meeting production standards for various platforms, and complying with laws around analytics and user tracking.
It’s still game development, but not the “fun gameplay design” part — it’s the business side. And while it’s less exciting, it’s definitely part of the job.
One month ago: The opportunity
Out of nowhere, the company announced a voluntary departure plan: anyone who quit would receive \~1.5 years of salary.
By then, my game was already in a pretty polished state. I figured — why not? I have a solid runway to see if my game can generate income. If it works, amazing! If not, I can always go back to a regular job.
Today: I'm all in
I’m now working full-time on my project and I absolutely love it. I get to organize my schedule however I want, and I literally do what I love, all day, every day.
What’s next?
First, finish the game — more content, more polish. In its current state, it’s not ready to be a “big success,” but I believe it could be marketing-ready this summer!
Then comes real marketing: since it’s a free mobile game, I’ll invest in paid ads to get users. I’m also launching a TikTok and YouTube Shorts channel to try “free” marketing — I’ve already prepared some videos, no clue how they’ll perform 😅
If you want to support me or are just curious about the game, here it is:
ANDROID: https://apps.apple.com/fr/app/zroad-survival/id6584530506?l=en-GB
iOS: https://play.google.com/store/apps/details?id=com.SkyJackInteractive.ZRoad
https://redd.it/1kgt54d
@r_Unity3D
That’s it — I’ve taken the leap. As the noscript says, I’m now working full-time on my dream game. I wanted to share how I got here, what the journey has been like, and what’s coming next.
Two years ago: Installing Unity for the first time
I knew absolutely nothing about game development — no clue about assets, graphics, C#, URP… but it was fun! I learned through dozens of tutorials during the first two months, just as a hobby. That’s when I started working on my dream game: ZRoad.
Developing my game as a hobby
I began implementing basic gameplay mechanics, a progression system, different weapons, ability skills, and more — all during my free time outside of work.
The game grew slowly but steadily. Over time, it became more than just a fun project. I started seeing it as a potential real product.
Turning the hobby into a side job
The difference between hobbyist game dev and doing it seriously comes down to one thing: you need to make a living out of it.
That means thinking about monetization, meeting production standards for various platforms, and complying with laws around analytics and user tracking.
It’s still game development, but not the “fun gameplay design” part — it’s the business side. And while it’s less exciting, it’s definitely part of the job.
One month ago: The opportunity
Out of nowhere, the company announced a voluntary departure plan: anyone who quit would receive \~1.5 years of salary.
By then, my game was already in a pretty polished state. I figured — why not? I have a solid runway to see if my game can generate income. If it works, amazing! If not, I can always go back to a regular job.
Today: I'm all in
I’m now working full-time on my project and I absolutely love it. I get to organize my schedule however I want, and I literally do what I love, all day, every day.
What’s next?
First, finish the game — more content, more polish. In its current state, it’s not ready to be a “big success,” but I believe it could be marketing-ready this summer!
Then comes real marketing: since it’s a free mobile game, I’ll invest in paid ads to get users. I’m also launching a TikTok and YouTube Shorts channel to try “free” marketing — I’ve already prepared some videos, no clue how they’ll perform 😅
If you want to support me or are just curious about the game, here it is:
ANDROID: https://apps.apple.com/fr/app/zroad-survival/id6584530506?l=en-GB
iOS: https://play.google.com/store/apps/details?id=com.SkyJackInteractive.ZRoad
https://redd.it/1kgt54d
@r_Unity3D
App Store
Z Road : Zombie Survival
Survive the ultimate zombie road challenge! Step into a post-apocalyptic world where survival is everything. Drive through deadly roads overrun by zombies, blasting through relentless hordes to stay alive. Upgrade your vehicle, crush zombies, and master…
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Not sure if I’m making a survival crafting game or a Mars Trucking Simulator at this point.
https://redd.it/1kgtf6j
@r_Unity3D
https://redd.it/1kgtf6j
@r_Unity3D
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Finally finished my Roguelike Deckbuilder, It is all about building crazy combos to fire hundreds of skills.
https://redd.it/1kguex4
@r_Unity3D
https://redd.it/1kguex4
@r_Unity3D
Unity Help
Hey just trying to do some really basic 2D tile mapping but I’m struggling with the sprite editing. I can’t seem the get the pixel size right in the editor and have no clue what to do.
Any help would be appreciated
Follow up… I just don’t know the resolution of the sprits and can’t slice them properly essentially.
https://redd.it/1kgy08x
@r_Unity3D
Hey just trying to do some really basic 2D tile mapping but I’m struggling with the sprite editing. I can’t seem the get the pixel size right in the editor and have no clue what to do.
Any help would be appreciated
Follow up… I just don’t know the resolution of the sprits and can’t slice them properly essentially.
https://redd.it/1kgy08x
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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How can I make the alignment more proper within a panel? I used the grid system and layout but I didn't get the result I wanted. Should all the text be of equal size and spacing? What do you think about color harmony?
https://redd.it/1kh0dar
@r_Unity3D
https://redd.it/1kh0dar
@r_Unity3D
Version Control (plastic scm)
Version Control (plastic scm) is currently not working as of today. Is it down for everyone? Do i need to upgrade to Dev ops? Can someone pls help me understand.
https://redd.it/1kh57j8
@r_Unity3D
Version Control (plastic scm) is currently not working as of today. Is it down for everyone? Do i need to upgrade to Dev ops? Can someone pls help me understand.
https://redd.it/1kh57j8
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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