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* Fix iOS build by checking for iOS module before skipping install The script was checking if Unity was installed but not whether the iOS module was present. This caused iOS builds to fail when Unity was installed without iOS support. Now checks for platform-specific module directories before declaring Unity ready. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * Use install-modules when editor exists but modules missing Unity Hub CLI has separate commands: - install: installs editor with modules (fails if editor exists) - install-modules: adds modules to existing installation Now detects which command to use based on whether the editor directory exists. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * Output Unity log on build failure for easier debugging When Unity builds fail, the actual error is hidden in a log file that requires downloading an artifact. Now all Unity build scripts output the last 200 lines of the log directly to the console on failure. Updated scripts: - build_unity_ios.sh - build_windows.sh - build_mac.sh - build_ios_addressables.sh Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * Treat 'module already installed' as success Unity Hub CLI returns non-zero exit code when all requested modules are already installed, with message "No modules found to install". Now check output for "already installed" messages and treat as success. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>