Quick answer: Activate a license at the start of the job using credentials from CI secrets, run the build or tests, and return the license at the end so the seat frees up.
Unity will not open in batch mode without a valid license. CI must activate one from secrets and, crucially, return it afterward or you exhaust your seats.
How to fix it
1. Activate from secrets
Run unity-editor -batchmode -quit -serial $UNITY_SERIAL -username $UNITY_EMAIL -password $UNITY_PASSWORD at job start, with all three pulled from CI secret storage, never committed.
2. Always return the license
Add an always() step that runs -returnlicense even when tests fail, otherwise the seat stays checked out and the next run cannot activate.
3. Prefer a license server for teams
For multiple parallel runners use the Unity Floating License server so jobs lease and release seats automatically instead of fighting over one Plus/Pro serial.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.