The Build Gate stops a Unity build before it starts if any asset governed by a Block Build policy is out of compliance.
Conduit hooks into Unity's build pipeline via IPreprocessBuildWithReport. Every build — from the Build Settings window, a build script, or CI — runs the gate check first. If any governed asset is out of compliance with a policy at Block Build enforcement, the build fails immediately with an error naming the asset, the property, and the expected value. Violations at Warn Only are logged but don't stop the build; violations under Disabled policies aren't checked at build time at all.
Use the Build Gate tab to run the same check on demand, without starting a real build. This is the fastest way to check whether your project would currently pass before you actually kick off a build.
Run Conduit's gate check in batch mode as part of your CI pipeline:
Unity -batchmode -quit \
-projectPath /path/to/project \
-executeMethod ToolsStudio.Conduit.Editor.CIBridge.Run \
-conduitReport reports/conduit-gate.json
Exit code 0 means no blocking violations. Exit code 1 means one or more Block Build violations were found — the JSON report at the path you specified contains the full list. Exit code 2 means the scan itself couldn't complete; check the Editor log. Two more flags are available: -conduitFolder <path> scopes the scan to one folder, and -conduitWarnAsError makes Warn Only violations blocking for that run too. See the full CLI argument list, JSON report schema, and exit code table in Configuration.
Project Settings has a Suppress Build Gate On CI toggle for cases where you need a build to proceed despite known violations — for example, cutting a build from a branch mid-cleanup. It only takes effect when the CONDUIT_CI_SKIP scripting define is also set, so it can't silently suppress the gate in a normal editor build — both the toggle and the define are required together, intentionally, for a CI step that runs the gate check separately from the main build.