submit-game-version
Skill1 starsChanged 30 days agoMITView on GitHub
Build the ArcadeHoopsMR Unity project in release mode and submit it to the Meta Horizon Store. Use when the user says "Build & submit new game version", "submit a new game version", "build and submit", "release a new version", or similar release requests.
- Reads credentials
1 other project uses a version of this.
Adopted by
Most recently taken up by
- dilmerv/ArcadeHoopsMR_Build_Toolsword for word, first seen Aug 7, 2026
Other versions1 project uses a version of this.
Word for word · 1
- dilmerv/ArcadeHoopsMR_Build_Tools★ 2100% same
Edited · 0
None found.
Wrote their own version · 0
None found.
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository83 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- game-gdd-authorSkill
- game-playtestSkill
- prototype-fastSkill
- quest3-verify-firstSkill
- review-game-trailerSkill
- scenario-blender-expertSkill
- scenario-blender-retopologySkill
- scenario-blender-uv-bakingSkill
- scenario-unity-expertSkill
- scenario-unity-mobileSkill
- scenario-unity-performanceSkill
- scenario-unity-pipeline-automationSkill
- scenario-unity-shadersSkill
- test-designing-guideSkill
- unity-multiplayerSkill
- unity-xr-mr-ui-directorSkill
- unity-xrSkill
- xr-perceptual-constraints-displays-and-trackingSkill
- xr-platforms-audio-and-comfortSkill
- xr-referenceSkill
- xr-rendering-input-and-spatial-understandingSkill
- xr-ux-design-and-performance-budgetingSkill
- horizon-launch-roadmapSkill
- horizon-store-listing-assetsSkill
- horizon-store-publish-unitySkill
- horizon-vrc-checklistSkill
- meta-vr-glasses-unitySkill
- meta-xr-operator-unitySkill
- quest-asset-sourcingSkill
- quest-dev-workflowSkill
- quest-level-blockoutSkill
- quest-unity-project-settingsSkill
- unity-quest-android-buildSkill
- unity-quest-dev-setupSkill
- unity-test-runner-cliSkill
- hz-api-upgradeSkill
- hz-immersive-designerSkill
- hz-new-project-creationSkill
- hz-perfetto-debugSkill
- hz-quest-verify-firstSkill
- hz-simpleperf-debugSkill
- hz-store-submitSkill
- hz-unity-code-reviewSkill
- hz-unity-device-readinessSkill
- hz-unity-face-trackingSkill
- hz-unity-fbx-importSkill
- hz-unity-meta-core-sdkSkill
- hz-unity-meta-interaction-sdkSkill
- hz-unity-meta-mixed-reality-utility-kitSkill
- hz-unity-meta-movement-sdk-retargetingSkill
- hz-unity-meta-quest-uiSkill
- hz-unity-passthrough-camera-accessSkill
- hz-unity-placementSkill
- hz-unity-platform-sdkSkill
- hz-unity-project-analyzerSkill
- hz-unity-sdk-upgradeSkill
- hz-unity-tmp-resourcesSkill
- hz-vr-debugSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 67
If the result file isn't there yet, the build may still be running — wait and re-check before assuming failure.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Submit Game Version
Bumps the version, builds a signed release Quest APK, and uploads it to the Meta Horizon Store BETA channel — with the Unity Editor left open the whole time.
The build runs inside the running editor over Unity MCP, so you never close Unity.
ReleaseBuilder.BuildAndroidReleaseInEditor() does the full signed build but never
calls EditorApplication.Exit, so the editor survives. It reads the keystore passwords
from CI/release.local.env itself (the open editor has no env vars set). The upload +
record step is CI/upload_and_record.sh, which writes CI/LastSubmittedVersion.md.
Requires Unity to be open with this project. (There is intentionally no batchmode path — batchmode launches a second Unity and fails while the editor holds the project.)
Steps
- Confirm the editor is open and idle.
Unity_ManageEditor(GetState)— if it responds, Unity is open. Bail/ask ifIsPlayingorIsCompilingis true (don't build during Play mode or a compile). If Unity isn't open, ask the user to open the project. - Save the open scene(s) so the build captures the latest edits, via
Unity_RunCommand:using UnityEditor.SceneManagement; internal class CommandScript : IRunCommand { public void Execute(ExecutionResult result) { bool saved = EditorSceneManager.SaveOpenScenes(); result.Log("SaveOpenScenes = " + saved); } } - Trigger the build via
Unity_RunCommand:
The build takes several minutes and blocks the editor's main thread. Expect one of:using UnityEngine; internal class CommandScript : IRunCommand { public void Execute(ExecutionResult result) { ArcadeHoops.CI.ReleaseBuilder.BuildAndroidReleaseInEditor(); result.Log("Invoked BuildAndroidReleaseInEditor"); } }- The RunCommand returns with a
RELEASE_BUILD_RESULT version=... code=... apk=...log line → success. (The MCP wrapper may reportUNEXPECTED_ERRORbecause the build emits benign warnings — XR deprecation notices, icon-compression hints. Those are not failures; the presence of theRELEASE_BUILD_RESULTline means the build succeeded. A real failure logsRELEASE_BUILD_FAILED ...instead.) - The MCP call times out before the build finishes. That's fine — the build keeps running on the main thread and completes regardless; verify via the result file next.
- The RunCommand returns with a
- Verify the build landed by reading
Builds/last_release_result.txt(written only on success) and confirming the APK exists:
If the result file isn't there yet, the build may still be running — wait and re-check before assuming failure.cat Builds/last_release_result.txt ls -la "$(sed -n 's/^apk=//p' Builds/last_release_result.txt)" - Set the release notes (shown to users on the build). Write a concise summary —
max 6–8 sentences — of ONLY what is new/changed since the last submitted build into
CI/release_notes.md(overwrite it). Track this as you make changes across the session; if nothing is new, leave it empty.upload_and_record.shreads this file for the--notesflag, records it inCI/LastSubmittedVersion.md, and then clears it so the next build's notes only cover the next batch of changes. (A genericArcadeHoopsMR <ver> (code N)is used only if the file is empty; you can also pass--notes "..."to override.) - Upload + record:
With no args it readsCI/upload_and_record.shBuilds/last_release_result.txtfor the version/code/APK andCI/release_notes.mdfor the notes, uploads to the BETA channel, writesCI/LastSubmittedVersion.md, and clearsrelease_notes.md. Run it in the background (uploads take a minute or two) and relay its final summary (incl. the Meta Build ID).
What a successful run does
- Bumps the patch in
bundleVersion(beta-1.0.3→beta-1.0.4) and incrementsAndroidBundleVersionCode(+1) inProjectSettings.asset. - Builds a signed, non-development release APK into
Builds/and writesBuilds/last_release_result.txt. - Uploads it to the Meta Horizon Store BETA channel with
ovr-platform-util, passingCI/release_notes.mdas the user-facing--notes(or a generic fallback if empty). - Writes
CI/LastSubmittedVersion.md(version, bundle code, channel, date, release notes, last 5 commits) and clearsCI/release_notes.mdfor the next build.
Preconditions
- Unity must be open with the project and idle (not in Play mode / not compiling).
CI/release.local.envmust exist (gitignored) withKEYSTORE_PASS,KEYALIAS_PASS,META_APP_ID,META_APP_SECRET. If it's missing,upload_and_record.shprints setup instructions andBuildAndroidReleaseInEditorlogs aRELEASE_BUILD_FAILEDabout the missing passwords — surface them and point the user atCI/release.local.env.example.
On failure
- Build failure → look for the
RELEASE_BUILD_FAILED ...line in the RunCommand logs / Unity console (Unity.GetConsoleLogs). Common causes: keystore password mismatch, no enabled scenes, or a compile/build error. - Upload errors → wrong
META_APP_ID/META_APP_SECRET, or network. - Fix simple issues and retry; ask the user for credentials you don't have.
After a successful submit
- Report the submitted version + bundle code, the BETA channel, and the Meta Build ID from the upload output.
- The version bump (in
ProjectSettings.asset) andCI/LastSubmittedVersion.mdare left uncommitted for the user's review — do not commit unless they ask.
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