To create a build for Embedded Linux, go to File > Build Settings… from Unity’s main menu. In the Platform list, select Embedded Linux and then click Switch Platform.
When you have configured the Build Settings, choose from the following two options:
Build builds your application into a Player.
Build and Run builds your application in a Player, and opens that Player on your target platform.
The Scenes In Build pane displays a list of the Scenes from your Project that Unity includes in the build. If you can’t view 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 locate 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 switch to, then select Switch Platforms. This might take some time, because Unity might need 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 Embedded Linux supports the following settings:
Property | Description | |
---|---|---|
Architecture | Select from the following CPU architectures to build (only applies to Build And Run) for the Embedded Linux platform. | |
x64 | 64-bit 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 . |
|
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. |
|
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. |
|
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. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.