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Building a Release

the-real-ltcg edited this page Jul 19, 2026 · 3 revisions

Building a Release

To produce a standalone executable:

  1. Open the project in Unity 6000.0.79f1 (see Getting Started).
  2. File → Build Settings.
  3. Make sure Assets/Scenes/SampleScene.unity is in Scenes In Build (add it if the list is empty).
  4. Pick a platform under PlatformWindows, Mac, Linux (Standalone) is what the original project targeted. Select Windows + x86_64 for a .exe.
  5. 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.

Testing multiplayer with one machine

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 .exe side 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).

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