To create a build for QNX, go to File > Build Settings… from Unity’s main menu. In the Platform list, select QNX and then click Switch Platform.
When you have configured the Build Settings, choose from the following two options:
The Scenes In Build pane displays a list of the Scenes from your Project that Unity includes in the build. If you can’t find any Scenes in this pane, select Add Open Scenes to add all the currently open Scenes to the build. You can also drag SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary Assets from your Project windowA window that shows the contents of your Assets
folder (Project tab) More info
See in Glossary into this window.
To exclude a Scene in the list from the build, clear the checkbox next to that scene. This removes the Scene from the build, but not from the list. To remove a Scene from the list, select it and press the Delete key on your keyboard.
When you select Build or Build and Run, Unity creates a build that includes all Scenes in the Scenes in Build list. Unity uses the list of Scenes to determine the order that it loads the Scenes in. To adjust the order of the Scenes, drag them up or down the list.
The Platform pane lists all platforms available in your Unity Editor. When you select a platform, the Unity icon appears next to the name of the platform you selected as the target platform.
Unity determines the platforms available to you depending on the platform modules you have installed. You can add additional platform modules to your project and change the target platform depending on your requirement.
To install additional platform modules to your Project, you can do the following:
To change the target platform, select the platform you want to use, then select Switch Platforms. This might take some time, because Unity needs to re-import your Assets in formats that match your target platform.
When you select a platform, Unity displays a list of options that you can adjust for the build. Each platform has unique settings which are listed on each platform-specific manual page.
Additionally, the Unity build system for QNX supports the following settings:
Property | Description | |
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QNX Installation Path | This setting only appears if you run the Unity Editor outside QNX environment. Locate the QNX installation path and point to the folder containing the QNX installation managed by the QNX Software Center. You can find the installation path in the Properties window of the installation folder. The QNX environment automatically detects the QNX version and displays all supported architectures to choose from. | |
QNX Version | The target OS version for QNX is automatically detected depending on the QNX environment, such as Neutrino RTOS 7.0 or Neutrino RTOS 7.1. | |
Architecture | Select from the following CPU architectures to build (only applies to Build And Run) for the QNX platform. Note: The version and architecture should match the version specified in the environment variables or else you’ll encounter an error message. | |
x86 | 32-bit CPU (only on QNX 7.0). | |
x64 | 64-bit CPU. | |
arm32 | 32-bit ARM CPU. | |
arm64 | 64-bit ARM CPU. | |
Remote Device | Deploys and launches the app to a connected device on a remote device based on the connection and authentication information you provide. | |
Address (required) | The address of the remote device. You can also specify a port by adding a colon after the address (for example, 10.110.91.3:2121). | |
Username (optional) | The user name on the remote device. | |
Exports | Specify the additional exports, if they’re required to launch the device remotely. Multiple environment variables are separated by a space. For example, ENV_VAR1=1 ENV_VAR2=2 . |
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Install Path | The installation path for the application. If not set, the default value ~tmp/unity/test will be used. | |
Development BuildA development build includes debug symbols and enables the Profiler. More info See in Glossary |
Enable this setting to include scripting debug symbols and the ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info See in Glossary in your build. When you enable this, Unity sets the DEVELOPMENT_BUILD scripting define. You must use this setting only when you want to test your application. Note that development builds don’t minify content, which means the development builds are large to distribute. |
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Autoconnect Profiler | When enabled, this setting allows you to automatically connect the Unity Profiler to your build. For this setting to be available, you must enable the Development Build option. | |
Deep Profiling | Enable this setting to enable Deep Profiling in the Profiler. This makes the Profiler instrument every function call in your application and returns more detailed profiling data. When you enable Deep Profiling Support, it might slow down script execution. This option is only available if you enable the Development Build setting. | |
Script Debugging | Attach script debuggers to the Player remotely. Only available if you enable the Development Build setting. | |
CompressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression. See in Glossary Method |
Compress the data in your Project at build time. This includes Assets, Scenes, Player settingsSettings that let you set various player-specific options for the final game built by Unity. More info See in Glossary, and global illuminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results. See in Glossary data. |
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Default | The default compression method is None. | |
LZ4 | A fast compression format for development builds. LZ4 compression can significantly improve the loading time of your application. For more information, refer to BuildOptions.CompressWithLz4. | |
LZ4HC | A high compression variant of LZ4 that’s slower to build but produces better results for release builds. LZ4HC compression can significantly improve the loading time of your application. For more information, refer to BuildOptions.CompressWithLz4HC. |