frameDockDocumentation

Optional accounts and publisher connections

Build locally first. Add source access or a destination when you need it.

Know which setting owns the connection

Workspace Settings → Connected accounts owns GitHub, itch.io and Unity. Setup reuses that editor. Project Settings → Publishing owns Steam app/depot/private-branch and itch.io destination information. Delivery notifications owns the optional Discord webhook.

Application example: know which setting owns the connection.
Application example: know which setting owns the connection.
Application example: know which setting owns the connection.

Application example: know which setting owns the connection.

GitHub source access

Use official CLI/browser or device authorization and confirm the account can read the repository. Choose the correct project subfolder. Authorization stays in Windows Credential Manager or Linux Secret Service, not project files. A failed credential store needs recovery; credentials are never saved in plaintext.

Unity authentication and license

Unity uses its own authentication/session broker. Account status and a valid editor license are separate checks. Consent, license activation and Personal eligibility remain explicit vendor actions.

Steam and itch.io publishing

A general user sign-in does not grant publisher access. Steam needs the Steamworks app/depot mapping and a private branch. itch.io needs an authorized butler session and the intended project/channel.

  • Confirm the account and publisher permissions.
  • Review the selected artifact and destination before uploading.
  • Check the actual branch or channel separately after transfer.

Keep the first build local

Skip publishing connections when your immediate goal is a playable local build on Windows or Linux. Partner and console profiles list their requirements in Availability.