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Building a Release
the-real-ltcg edited this page Jul 19, 2026
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To produce a standalone executable:
- Open the project in Unity
6000.0.79f1(see Getting Started). - File → Build Settings.
- Make sure
Assets/Scenes/SampleScene.unityis in Scenes In Build (add it if the list is empty). - Pick a platform under Platform —
Windows, Mac, Linux(Standalone) is what the original project targeted. Select Windows + x86_64 for a.exe. - Click Build, choose an output folder, and wait for it to compile/export.
This produces a YourGameName.exe, a YourGameName_Data/ folder, UnityPlayer.dll, and a crash-handler executable — all of which are covered by this repo's .gitignore (Build/, Builds/, plus the specific New folder/ legacy entry), so building locally won't accidentally get committed.
Since Netcode requires separate processes to have separate host/client roles, you can't fully test host+client both inside the same Editor Play session. Two easy options:
-
Editor + Build: run the game from a Build (Host) alongside Play Mode in the Editor (Client), connecting to
127.0.0.1. -
Two Builds: run two copies of a built
.exeside by side, one as Host, one as Client.
For testing with someone else, both machines need to be on the same LAN/Wi-Fi (see Networking Architecture for why).