User build settings for the Editor
Additional resources: EditorBuildSettings.
| Property | Description |
|---|---|
| activeBuildTarget | The currently active build target. |
| activeScriptCompilationDefines | DEFINE directives for the compiler. |
| allowDebugging | Enable source-level debuggers to connect. |
| androidBuildSubtarget | Android platform options. |
| buildAppBundle | Set to true to build an Android App Bundle (aab file) instead of an apk. The default value is false. |
| buildScriptsOnly | Is build script only enabled. |
| buildWithDeepProfilingSupport | Enables Deep Profiling support in the Player. |
| compressFilesInPackage | Compress files in package. |
| connectProfiler | Start the player with a connection to the profiler. |
| development | Enables a development build. |
| explicitArrayBoundsChecks | Are array bounds actively validated? |
| explicitDivideByZeroChecks | Are divide by zero's actively validated? |
| explicitNullChecks | Are null references actively validated? |
| exportAsGoogleAndroidProject | Export Android Project for use with Android Studio/Gradle. |
| forceInstallation | Force installation of package, even if error. |
| installInBuildFolder | Place the built player in the build folder. |
| iOSXcodeBuildConfig | The scheme Xcode uses to run this project. |
| macOSXcodeBuildConfig | The scheme Xcode uses to run this project. |
| managedDebuggerFixedPort | Force the port used by the managed debugger. Default is 0 which means platform-specific auto-selection of a port. |
| movePackageToDiscOuterEdge | Places the package on the outer edge of the disk. |
| needSubmissionMaterials | Build submission materials. |
| overrideMaxTextureSize | The override for the maximum texture size when importing assets. |
| overrideTextureCompression | The asset importing override of texture compression. |
| selectedBuildTargetGroup | The currently selected build target group. |
| selectedStandaloneTarget | The currently selected target for a standalone build. |
| standaloneBuildSubtarget | Desktop standalone build subtarget. |
| symlinkSources | Symlink sources when generating the project. |
| waitForManagedDebugger | Instructs the Player to wait for managed debugger to attach before executing any script code. |
| waitForPlayerConnection | Sets the Player to wait for player connection on player start. |
| webGLBuildSubtarget | WebGL Build subtarget. |
| webGLClientBrowserPath | The path to the executable of the browser in which to load the web application. |
| webGLClientBrowserType | Defines the client browser type in which to load the web application. |
| windowsBuildAndRunDeployTarget | Sets and gets the Windows device to launch the Windows app when using Build and Run. |
| windowsDevicePortalAddress | Specifies the Windows DevicePortal connection address of the device to deploy and launch the UWP app on when using Build and Run. |
| windowsDevicePortalPassword | Specifies the Windows DevicePortal password for the device to deploy and launch the UWP app on when using Build and Run. |
| windowsDevicePortalUsername | Specifies the Windows DevicePortal username for the device to deploy and launch the UWP app on when using Build and Run. |
| wsaBuildAndRunDeployTarget | Sets and gets the Windows device to launch the UWP app when using Build and Run. |
| wsaUWPBuildType | The build type for the Universal Windows Platform. |
| wsaUWPSDK | Sets and gets target UWP SDK to build Windows Store application against. |
| wsaUWPVisualStudioVersion | Sets and gets Visual Studio version to build Windows Store application with. |
| Method | Description |
|---|---|
| GetBuildLocation | Returns the location used for the last saved build. |
| SetBuildLocation | Set a new location for the build. |
| SwitchActiveBuildTarget | Select a new build target to be active. |
| SwitchActiveBuildTargetAsync | Select a new build target to be active during the next Editor update. |
| Property | Description |
|---|---|
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
| name | The name of the object. |
| Method | Description |
|---|---|
| GetInstanceID | Gets the instance ID of the object. |
| ToString | Returns the name of the object. |
| Method | Description |
|---|---|
| Destroy | Removes a GameObject, component, or asset. |
| DestroyImmediate | Destroys the specified object immediately. Use with caution and in Edit mode only. |
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
| FindAnyObjectByType | Retrieves any active loaded object of Type type. |
| FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
| Operator | Description |
|---|---|
| bool | Does the object exist? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |