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
:
In code, it’s Windows, Mac, Linux
, +adding a headless prop.
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?