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Release Ready Pro — Ship-Ready Build Validation preview
Unity

Release Ready Pro — Ship-Ready Build Validation

By Runtime Labs

$15

About Release Ready Pro — Ship-Ready Build Validation

  • Tools, Systems & Learning > Development Tools & Automation
Your game doesn't break at release by accident. It breaks because a scene silently dropped out of Build Settings, a reference went missing, the build shipped as a Development Build, or Android shipped without ARM64. Release Ready Pro catches those mistakes before the build with a blocker-driven QA gate that says PASS or lists exactly what's wrong, in plain English. WHAT IT DOES: 16 automated release checks across Standalone, Android, iOS and WebGL. Every failure explains WHAT happened, WHY it matters, and HOW to fix it. Safe, previewed one-click fixes with revert or a guided manual path. A health score (0-100) where blockers decide the outcome, not vibes. Immutable release snapshots with comparison, so you can see what changed between release candidates. An opt-in pre-build gate that stops a build with unresolved blockers. A manual checklist for what no scan can prove (device testing, store listing), with per-release acknowledgements. THE 16 CHECKS: Core (all platforms): Build scenes exist and are enabled; Development Build is off for release; Semantic version format (major.minor.patch); Application identifier is not Unity's placeholder; Icons assigned in Player Settings; Missing references in enabled scenes and prefabs; Scripting backend (IL2CPP for mobile release); API compatibility off legacy .NET 2.0. Android: ARM64 target architecture (Google Play requirement); Minimum API level vs. your profile's policy; App Bundle (.aab) build format; Custom release keystore selected. iOS: Target minimum iOS version vs. your profile's policy; Apple Developer Team ID set for signing. WebGL: Debug symbols off for release; Compression format safe for your hosting (Brotli caveats explained). HIGHLIGHTS: EXPLAIN, NOT JUST FAIL - Every issue opens a beginner-friendly deep dive: what happened on THIS project, why it matters for a release, the typical fix, plus a built-in glossary of Unity jargon. Great for juniors, faster for seniors. FIXES YOU CAN TRUST - Fixable checks propose a change you preview first (current value to proposed value), apply with one click, verify by re-scan, and revert if anything looks wrong. Checks that can't safely self-fix (like your app identifier or keystore) say so, and explain why. PROFILE-BASED POLICY - Ship different rules to different targets. Per-profile check enable/disable, severity overrides, and typed platform requirements (e.g. Android minimum API 23). Create as many profiles as you ship variants. IGNORE WITH REASONS - Quiet a known finding per-fingerprint, with a reason, for 7/30/90 days or forever. Expiring ignores resurface on their own, nothing rots silently. RELEASE HISTORY & SNAPSHOTS - Capture an immutable snapshot of any scan; promote one to 'shipped' to lock it; compare two snapshots to see exactly which issues appeared, disappeared, or changed. Post-build snapshots are captured automatically after every build. BUILT FOR TEAMS & CI - Settings and profiles are project assets your whole team shares; manual checklist acknowledgements stay per-machine under Library/, so they never cause merge conflicts. In batchmode the gate runs build-safe, and an opt-in 'Enforce pre-build gate' per profile blocks builds on blockers with a documented command-line bypass (-releaseReadyProSkipGate) so a misconfigured gate can never trap your CI. WHO IT'S FOR: Solo devs and small teams who ship without a QA department, leads who want a repeatable 'is this ready?' answer, and juniors learning what a release actually requires. It complements, not replaces, your playtesting: it validates configuration, then hands you the manual checklist for everything no scan can prove.

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