SDK Build Excluder OFFICIAL SALE

Building for different platforms or custom profiles shouldn't mean wrestling with massive project sizes, redundant native binaries, or missing file errors. Standard Unity define constraints prevent C# compilation, but they do not stop native plugins (.aar, .framework) or external resolvers from inflating your final build or triggering unwanted app permissions.


SDKBuildExcluder is an automated, high‑performance build-pipeline utility designed for Unity projects that rely on multiple SDKs with differet build profiles, it physically quarantines assets, disables native plugins, and blinds external resolvers prior to the build process. It eliminates the need for duplicate project clones, manual SDK deletion, or risky file removals by programmatically excluding unused SDKs based on active scripting‑define symbols.

(Set your configuration once and let the Editor handle the heavy lifting)


Who is this for?

This tool is genre-agnostic. Whether you are developing hyper-casual mobile games, complex AR applications, or maintaining multiple builds, this utility enforces clean architecture principles by keeping your project decoupled and lean. It handles neatly organized UPM packages and messy, scattered legacy SDKs with equal precision.


How it works:

Using a combination of assembly‑definition control, plugins control, folder hiding, and file‑level excluding, SDKBuildExcluder ensures that unused native binaries, manifests, Gradle/CocoaPods files, and dependency assets never enter your final build. This results in smaller builds, fewer permission issues, and cleaner CI/CD pipelines.


The tool is fully customizable through a ScriptableObject‑based settings asset, supports complex SDK structures, integrates with EDM4U, and provides detailed audit logs for DevOps teams. It is suitable for any Unity project that targets multiple platforms or uses conditional SDKs such as Firebase, AdMob, Facebook, or custom enterprise integrations.