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 hello@hypercade.io 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 hello@hypercade.io to ask about timelines.