Multiplatform Build Enhanced
Enterprise-grade setting for multi, platform, build, status. Includes structured workflows, validation checks, and reusable patterns for statusline.
Multiplatform Build Enhanced
Cross-platform build tracker for game projects showing per-platform build status, error counts, and app store readiness across iOS, Android, PC, and WebGL.
When to Use This Setting
Apply this setting when you need to:
- Track build completion status across multiple deployment targets from a single statusline glance
- Detect build errors and app store readiness indicators for each platform during game development
- Automatically identify your game engine type and adapt the platform checklist accordingly Consider alternatives when:
- Your project targets only a single platform and multi-platform tracking adds unnecessary complexity
- You use a dedicated CI/CD dashboard that already provides comprehensive build status across platforms
Quick Start
Configuration
name: multiplatform-build-enhanced type: setting category: statusline
Example Application
claude setting:apply multiplatform-build-enhanced
Example Output
Setting applied. Changes:
- statusLine.type: command
- statusLine.command: bash multiplatform-build-check inline
- engine_detection: Unity, Unreal, Godot, Generic
- platforms_unity: iOS, Android, PC, WebGL
- platforms_unreal: Win64, Mac, Linux
- store_readiness: error-log based assessment
Core Concepts
Multiplatform Build Overview
| Aspect | Details |
|---|---|
| Engine Detection | Identifies Unity via Assets+ProjectVersion.txt, Unreal via Binaries, Godot via project.godot |
| Platform Mapping | Unity checks iOS/Android/PC/WebGL; Unreal checks Win64/Mac/Linux; Godot checks generic export |
| Build Verification | Scans for platform-named subdirectories under Builds or Binaries folder |
| Error Assessment | Greps log files for "error" keyword to determine store readiness status |
| Build Count | Reports total number of platform build directories found |
Build Status Architecture
+--------------------+ +---------------------+ +-------------------+
| Engine Detector |---->| Platform Mapper |---->| Directory Scanner |
| Assets? Binaries? | | engine -> platforms | | Builds/iOS? etc |
| project.godot? | | per-engine list | | exists = pass |
+--------------------+ +---------------------+ +-------------------+
| | |
v v v
+----------------+ +-------------------+ +------------------+
| Build Counter | | Error Log Scanner | | Store Readiness |
| ls Builds/ |wc | | grep -i error | | 0 err=Ready |
+----------------+ +-------------------+ | <5=Issues >5=Err |
+------------------+
Configuration
| Parameter | Type | Default | Description |
|---|---|---|---|
| unity_build_dir | string | "Builds" | Directory name where Unity stores platform build outputs |
| unreal_binary_dir | string | "Binaries" | Directory name for Unreal Engine compiled binaries |
| godot_export_dir | string | "export" | Directory name for Godot exported builds |
| error_threshold_warn | integer | 5 | Error count below this triggers warning instead of critical |
| log_scan_pattern | string | "error" | Case-insensitive pattern to grep in log files for error detection |
Best Practices
- Standardize build output directories - Ensure your build pipeline outputs to the expected directory names (Builds for Unity, Binaries for Unreal). If your team uses custom output paths, update the corresponding directory parameters so the scanner finds them correctly.
- Filter log scanning to recent files only - The error log grep can match historical errors from previous builds. Add a
-newerflag or timestamp filter to the find command so only logs from the current build session are counted toward store readiness. - Add custom platform targets - If you deploy to platforms beyond the defaults like Nintendo Switch or PlayStation, extend the platform mapper with additional directory checks specific to those console SDK output paths.
- Cache engine detection results - Your game engine does not change between statusline refreshes. Write the detected engine type to a temp file on first scan and read from cache on subsequent refreshes to eliminate redundant directory traversals.
- Integrate with build automation scripts - Trigger your build pipeline to create the expected directory structure so the statusline transitions from pending to ready automatically as builds complete, giving you a live progress indicator.
Common Issues
- All platforms show question marks - No Builds or Binaries directory exists yet. Run your first platform build to create the output directory structure, then the statusline will begin detecting and reporting per-platform status.
- Store readiness always shows Errors - Old log files containing historical error messages inflate the error count. Clear or archive previous build logs before starting a new build session so the error grep reflects only current build state.
- Engine shows as Generic for a valid project - The detection checks for specific file combinations. Unity requires both Assets and ProjectSettings/ProjectVersion.txt to exist. Verify your project structure matches the expected layout for your engine.
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