sinanata

One PowerShell command on your Windows PC builds and ships your Unity game to four platforms — Windows (Steam), Android (Google Play), iOS (TestFlight), and macOS (Steam) — using a Mac on the same LAN over SSH.

31
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100% credibility
Found May 04, 2026 at 31 stars -- GitGems finds repos before they trend. Get early access to the next one.
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AI Analysis
PowerShell
AI Summary

A tool that lets game creators on Windows automatically build and upload their game to PC, Android, iOS, and Mac stores using a local networked Mac, all with one command.

How It Works

1
🕹️ Discover the game shipping helper

While making your multiplayer game for phones, tablets, and computers, you find this tool that promises to send builds to all stores with one easy step from your Windows computer.

2
💻 Add files to your game project

Copy a few simple files into your game folder on both your Windows computer and nearby Mac, so they can work together over your home network.

3
🔑 Link your store accounts privately

Fill in safe details for your game stores like Steam, Google Play, and Apple TestFlight – everything stays local on your computers, never shared online.

4
Quick setup check

Run a test to make sure your computers can talk, space is free, and all pieces are ready – it wakes your Mac if needed and spots issues early.

5
🚀 Start the one-command magic

From your Windows computer, type one friendly command choosing what to update, and watch colorful progress as it builds your game for every device in parallel.

6
📱 Builds and uploads happen automatically

Your game gets packaged for Windows PC, Android phones, iOS tablets, and Mac – then safely sent to testing areas on each store while you relax.

🎉 All platforms updated in minutes

In about 25 minutes, everything is done: version bumped, code saved, builds shipped to closed testing – ready for players to try your latest features.

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AI-Generated Review

What is unity-cross-platform-local-build-orchestrator?

This PowerShell one-liner automates building and shipping Unity games from a Windows PC to four platforms—Windows and macOS via Steam, Android to Google Play internal testing, iOS to TestFlight—by SSHing to a LAN Mac for Apple builds. It handles version bumps, preflight checks for Unity paths, keystores, disk space, and Mac reachability, then builds in parallel, uploads artifacts, commits changes, and pushes to git. No cloud CI/CD; everything runs locally on your hardware for full control and zero paid minutes.

Why is it gaining traction?

Unlike CI runners with opaque logs and costs, this delivers a powershell one line command ritual that skips the 10-step release grind, with color-coded progress from Unity's bars and defensive aborts before long compiles waste time. Developers hook on flags like -SkipiOS for quick Android/Windows hotfixes, -DryRun previews, or -ClearCache for burst issues, plus Wake-on-LAN for sleeping Macs and resumable Play uploads. It's hackable across PowerShell, bash, and Python for store APIs like SteamCMD and altool.

Who should use this?

Solo Unity devs or small multiplayer game teams shipping weekly to Steam closed branches, Play internal tracks, and TestFlight, with a Windows rig and LAN Mac. Ideal for physics-heavy cross-platform titles like the author's Leap of Legends, dodging CI setup while keeping builds deterministic on exact Unity versions.

Verdict

Grab it if your workflow matches—docs guide credential setup thoroughly, and it's battle-tested weekly. Low 31 stars and 1.0% credibility reflect niche scope, not bugs; fork for tweaks as MIT-licensed.

(187 words)

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