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    Warning

    Warning: Unity Simulation is deprecated as of December 2023, and is no longer available.

    Creating a player build for your project with Linux Headless Simulation(LHS)

    After you have installed the required modules by following instructions in the previous pages here and here, you are ready to build the binary with your simulation to run on servers. In this page we will walk you through those steps.

    Building using the Build Settings Window

    1. Select File > Build Settings... from the menu.

      Show Build Settings Screen

    2. Add scenes to build by clicking the Add Open Scenes button under the Scenes in Build section and select the scene you want to build.

      Show add a scene

    3. Select Cloud Rendering under Platform and click Switch Platform. This will change the Switch Platform to Build.

    4. Select the Build button and navigate to the location you want to store the build at in the Files window that opens up.

    5. Click the Save button to start your build.

    Building using command line arguments

    1. Select File > Build Settings... from the menu.

    2. Add scenes to build by clicking the Add Open Scenes button under the Scenes in Build section and select the scene you want to build.

    3. Close the Unity Editor.

    4. Open Terminal and enter the following command:

      path/to/Unity/Editor -projectPath path/to/project -buildLinuxHeadlessSimulation path/to/save/build

      -projectPath is used to direct the Unity Editor to the location of the project, as explained here.

      -buildLinuxHeadlessSimulation is used to launch the Unity Editor, set the build location and then exit the Unity Editor once the build is done.

      NOTE: Since this command shuts down the Editor by default, make sure not to add the -quit command as that can override it. Also,make sure to set the path to save the build to, as not setting it might lead to erroneous behaviour.

      -batchmode -nographics can be used to suppress the Unity Editor launch.

      -accept-apiupdate can be used to specify that APIUpdater should run when Unity is launched in batch mode.

      Command line example

    Once you have the binary built, you are now ready to deploy either locally or in your servers! Click here for further instructions.

    How to get access?

    If you have landed here without visiting our product page here, we recommend heading over there, and reaching out to our product team to get access first. Once thats completed, for any further engineering support please reach out to unitysimulationpro@unity3d.com so we can get you set up and provide the required help.

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