Supported Engines

Hypercade supports Unreal Engine and Unity. Both have fully working Windows CI/CD pipelines. macOS and Linux support are in development.

Unreal Engine

Supported versions: Unreal Engine 5.0 and later

What works:

  • Automated builds from source
  • Binary packaging (Windows executable)
  • Plugin compilation
  • Asset validation
  • Automated testing (if your project uses it)
  • Artifact storage and distribution

Build process: We use Unreal’s standard build tools (UnrealBuildTool). Our buildScripts templates handle configuration automatically - no manual setup needed. Builds compile your project, package it into an executable, and store the result.

Crash reporting: Crashes are captured by BugSplat SDK integration. We handle integration setup during onboarding.

Unity

Supported versions: Unity 2021.3 LTS and later

What works:

  • Automated builds from source
  • Player build packaging (Windows executable, WebGL, or Android)
  • Script compilation
  • Asset bundle generation
  • Automated testing (Edit mode and Play mode tests)
  • Artifact storage and distribution

Build process: We invoke Unity’s build pipeline via command line. Our buildScripts templates automatically detect your build settings and scenes. Builds compile scripts, generate assets, and package your game.

Crash reporting: Crashes are captured automatically by BugSplat SDK. We provide integration instructions for your Unity project.

What Our CI/CD Does

For both engines, our Foundation platform:

  • Detects commits - Watches your repo and triggers builds on push
  • Clones your code - Pulls the latest from your branch
  • Runs your build - Invokes the engine build system
  • Stores artifacts - Saves binaries, logs, and debug symbols
  • Reports results - Passes/fails the build and captures logs
  • Feeds data - Sends build metrics to your Portal dashboard and Radar

You don’t write CI/CD scripts. The buildScripts templates are pre-configured for your engine and game structure. If you have custom build steps (custom tools, special packaging), we can extend the template.

Engine-Specific Notes

Unreal Engine

  • We build from source, so compilation times are typical for Unreal (can be 10-20 minutes depending on project size)
  • Lightmap baking and other runtime processes run after packaging
  • Shipping builds are the default; Debug builds available on request

Unity

  • We use Unity’s build pipeline, so script compilation and asset processing follow your project settings
  • IL2CPP compilation (if you use it) runs as part of the build
  • Build times are typically 5-15 minutes depending on asset count

macOS and Linux

Coming soon. We’re currently testing macOS builds. Linux support will follow. If you need either urgently, let us know - we can prioritize.

Not Supported

  • Mobile platforms (iOS, Android) - in development
  • Web builds via WebGL - in development
  • Console builds (PlayStation, Xbox, Switch) - not planned at this time

Custom Build Requirements

If your project has custom build steps (custom tools, special packaging, or non-standard structure), reach out during onboarding. We can usually extend the buildScripts template to handle it.

Examples of things we’ve supported:

  • Custom tools that run pre-build or post-build
  • Multiple executable targets in one repo
  • Separate client and server builds
  • Modded or forked engine versions

Email [email protected] with details and we’ll work with you.

Questions?

  • How do I know if my engine version is supported? See the version requirements above.
  • What if I use a custom build setup? Reach out during onboarding - we can probably handle it.
  • When will you support my platform? Check back on this page or email [email protected] to ask about timelines.