Is there a way to select my custom build profile (which is new in Unity 6) from Build Automation?
Hey @egunan,
We don’t have an ideal integration with build profiles yet. We were heavily involved in the development of build profiles to ensure that they were suitable for an automation usecase, and we are committed to improving Unity’s usability under automated conditions. We are planning on improving the integration in early 2025.
While we don’t have full UI integration, this is coming early next year as Ross mentioned, you can configure your build using our APIs.
See Unity DevOps Build Automation
The body would be:
{
"settings": {
"buildProfilePath": "Assets/....."
}
}
Your build will then use your build profile and you will see a message in the build logs stating that we are using a build profile.
Thank you! I was able to add the path using the api.
UBA with custom build profiles is currently broken when the project directory is not at the root of the workspace/repo. It was working a couple weeks ago when I first got started but then a bug on your side was introduced related to path resolution of the profile asset.
I was tearing my hair out with this one but am confident a bug was introduced in UBA about a week ago.
If I setup my build configuration with the subdirectory where my unity project exists I get the following error from a ruby script very early in execution:
! Build profile not found at: Assets/Settings/BuildProfiles/quest_alpha_lib_release.asset. Aborting
SystemExit (! Build profile not found at: Assets/Settings/BuildProfiles/quest_alpha_lib_release.asset. Aborting):
/BUILD_PATH/.rvm/gems/ruby-3.3.5/gems/bvr-7.5.9.3.3.5/lib/bvr/build/handlers/unity_compiler.rb:569:in `abort'
If I use the API to update the path to my build profile to include the subdirectory where my unity project lives, the build makes it further but still fails:
Aborting batchmode due to failure:
Unable to open the specified build profile 'nevermet-unity/Assets/Settings/BuildProfiles/quest_alpha_lib_release.asset'
I found this line in the second scenario which is logged after the initial ruby script fails to find the build profile from the first scenario. Looks like the project path needs to be set earlier in the build process or that initial ruby script needs to be made aware of the project’s subdir.
Successfully changed project path to: /BUILD_PATH/3diqinc.nevermet-vr.quest_alpha_lib_release/nevermet-unity
I’m trying to stand up a complex build pipeline and cannot bring it online until this issue is resolved. I can send you full build logs if you like.
I’ll pass this along to the lead on Build Profiles so we can take a look into what is going on. You can shoot me a DM with the link to the failed builds and we can more quickly dig in.
@ Benjamin-Gooding Sorry for the ping, but I suggest that until the UBA issue with custom build profiles when the project directory is not at the root of the workspace/repo is fixed, the message “Build profile not found at:” should at least be changed to an explicit error in the build log. Right now, some builds fail without showing any errors, which can be confusing for developers unfamiliar with this bug, as seen in this case: [error] Finished: FAILURE - but there are no errors!
I’ll double check if the bug was ever marked as resolved and if it was I’ll re-open and add this note to it. If it wasn’t then I’ll add the bug ticket to our next sprint.
I can confirm, unless I’m missing something, that the bug is still happening. The pipeline fails to find the build profile. The project is at the root of the repository, the path is the default created by unity and it still aborts not finding the profile.
If anyone has any ideas, I’d be really grateful as I really need build profiles to override scene build list.
Nevermind, seems it was missing the extension ![]()
That could have been an easy fix, or atleast the example provided could be a bit more clear that it requires the extension of the file too.
Great to hear. I’ll shift the ticket over to both our dashboard team to require the extension on the front-end as well as a ticket for our back end to add the extension.

