UNITY_SERVER UI vs code !parities

There’s a huge disparity between UI builds and programmatic builds when it comes to a headless, dedicated server (UNITY_SERVER).

In UI, it’s Dedicated Server:
9242934--1291848--upload_2023-8-23_9-51-0.png

In code, it’s Windows, Mac, Linux, +adding a headless prop.
9242934--1291851--upload_2023-8-23_9-51-18.png

This makes things quite difficult to work with. If I’m working on a dedicated server and have a tool to build in a special way, I’ll build my dedicated server and it’ll switch to “Windows, Mac, Linux” when it’s done. This not only consumes time and resources to switch, but then I have to switch back which takes more time/resources.

To top that, there’s confusion. When collaborating, everyone is going crazy wondering why their Unity keeps turning off dedicated server platform target.

This is just bad design – it looks like an unfinished design rushed out to please shareholders without any QA. Any chance we can get this normalized in v2022?

Unity has always required full reimports between target switches. There even used to be assets like Fast Platform Switcher.

Since HDD space is so cheap I usually just check the repository out twice, in my case once for Android, once for iOS… saves a ton of time reimporting all. You just need to remember to pull both repositories!