Configure build settings for the target platforms and override specific project settings for a build profile.
Note: Access the Build Profiles window in the Unity Editor from File > Build Profiles.
The following sections describe the settings available in the Build Profiles window.
To speed up the time it takes to import assets and change platforms, you can locally override all texture import settings. During development, asset overrides can be useful to speed up iteration time by using lower quality assets.
Note: To set asset import overrides for initial project imports, use the Editor command line arguments -overrideMaxTextureSize and -overrideTextureCompression.
| Property | Description |
|---|---|
| Max Texture Size | Override the maximum imported texture size. Unity imports textures in the lower of two values: this value, or the Max Size value specified in Texture import settings. The time it takes to import a texture is proportional to the number of pixels it contains, so a texture size with a lower maximum can speed up import times. It’s recommended to use this setting only during development as the resulting textures are lower in resolution. |
| Texture Compression | Override the texture compression options set in Texture import settings. Note: The following texture compression options only apply to textures referenced in GPU texture formats reference.
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Each platform has specific build settings. For more information, refer to the following platform-specific documentation:
| Platform | Documentation |
|---|---|
| Android | Android build settings reference |
| iOS and tvOS | iOS build settings reference |
| Embedded Linux | Embedded Linux build settings reference |
| Linux | Linux build settings reference |
| macOS | macOS build settings reference |
| QNX | QNX build settings reference |
| Universal Windows Platform | UWP build settings reference |
| Web and Facebook Instant Games | Web build settings |
| Windows | Windows build settings reference |
Note: For information on build settings for closed platforms, refer to the included documentation in the Unity installer of each closed platform.
The following build settings are available for all profile types. The values of these settings are shared across platform profiles but not across build profiles.
Note: Updating shared settings of an active platform profile using EditorUserBuildSettings applies changes across all platform profiles. However, updating shared settings of an active build profile with EditorUserBuildSettings only updates that specific build profile.
| Property | Description |
|---|---|
| Development Build | Builds the Player in development mode, which by default includes 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 and assertions in your managed assemblies. To add additional diagnostic code paths and data to the build, such as safety checks and debug symbols, configure the appropriate managed code variant for your build. Use this setting when you want to test your application. Selecting a development build defines the DEVELOPMENT_BUILD scripting symbol for your managed code. However, this symbol is marked for deprecation and it’s recommended you replace usages of it with the symbols associated with the relevant managed code variant instead.For more information, refer to Adding diagnostics to C# code. |
| Autoconnect Profiler | Automatically connect the Unity Profiler to your build. For more information, refer to Profiler. Note: This option is available only if you select Development Build. |
| Deep Profiling | Allow the Profiler to process all your script code and record every function call, returning detailed profiling data. For more information, refer to Deep Profiling.
This property is available only if you enable Development Build. Note: Enabling Deep Profiling might slow down script execution. |
| Script Debugging | Includes debug symbols in managed assemblies, generates unoptimized code, and defines the DEBUG scripting symbol. This is functionally equivalent to setting the Managed Code Variant Player setting to Debug (Edit > Project Settings > Player > Other Settings). For more information, refer to Adding diagnostics to C# code.This property is available only if you enable Development Build. |
| Wait for Managed Debugger | Make the Player wait for a debugger to be attached before it executes any script code. This property is visible only if you enable Script Debugging. |
| Compression Method | Specifies the method Unity uses to compress the data in your Project when it builds the Player. This includes AssetsAny media or data that can be used in your game or project. An asset may come from a file created outside of Unity, such as a 3D Model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info See in Glossary, ScenesA 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, Player settingsSettings that let you set various player-specific options for the final game built by Unity. More info See in Glossary, and GI data.
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Note: The Diagnostics section is visible only when using a build profile on Android, iOS, macOS, and Windows platforms. This section is visible by default on these platforms and isn’t added through Add Settings.
| Property | Description |
|---|---|
| Diagnostic Data | Configure settings to collect diagnostic data for each build profile in your project. Use these settings to override the default setting specified in Project Settings > Services > Diagnostics > Diagnostic Data per build profile. For more information on diagnostic data, refer to Developer Data framework. The following options are available:
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Use the Add Settings button to add optional settings to a build profile. You should only add the settings you want to customize. The settings you add appear in a section with a foldout, where you can customize them for the build profile.
Note: The Add Settings button is available only for build profiles and not for platform profiles. This button is disabled when you add all available settings to the build profile.
The following settings are available for customization through Add Settings. Additional settings might be available based on the packages installed in your project.
| Setting | Description |
|---|---|
| Scene List | Create a custom scene list for your build profile. When you add Scene List, scenes are automatically inherited from the global scene list. For more information on managing scenes, refer to Manage scenes in a build. Note: For platform profiles, Scene List is visible by default. |
| Scripting Defines | Add custom scripting defines for your build profile. These custom scripting defines are additive and don’t override other scripting defines in your project. For more information, refer to Custom scripting symbols. |
| Player Settings | Create custom Player settings for your build profile. The Player settings inherit their initial values from the global Player settings for the build profile’s target platform. To access the global Player settings, use the link in the Build Profiles toolbar or navigate to Edit > Project Settings > Player. Note: For an active build profile, the Player Settings overrides are linked to the Player settings APIs. If you use the Player Settings APIs to modify a Player setting for an active build profile, the change will update the corresponding override value. |
| Graphics Settings | Create custom Graphics settings for your build profile. The Graphics settings inherit their initial values from the global settings in Edit > Project Settings > Graphics. |
| Quality Settings | Create custom Quality levels for your build profile. The Quality settings inherit their initial values from the global settings in Edit > Project Settings > Quality. For more information, refer to Customize settings with build profiles. |
| Adaptive Performance Settings | Create custom Adaptive Performance settings for your build profile. These settings inherit their initial values from the global settings in Edit > Project Settings > Adaptive Performance. |
| Build Destination | Set a custom location to store the build output for your build profile. Enter a path in the Build Path field to set the build location. Builds automatically save to the specified path without prompting you to select the build location. For more information, refer to Customize the build location. |
To build your application, select one of the following options:
| Property | Description |
|---|---|
| Cloud Build | Use Unity Build Automation to build your project in the cloud. When selecting Cloud Build for the first time, a dialog appears prompting you to install the Build Automation package. Connect your Unity project to your Unity Build Automation project using Edit > Project Settings > Services. Once connected, use the Build Automation Settings section in your build profile to configure your cloud build. For more information, refer to Build Automation Overview. Note: Cloud Build is visible only when using a build profile. |
| Build | Build the Player without launching it. The default build is incremental, except for the first build, which is always a full non-incremental clean build. This option runs a build without the StrictMode option enabled. |
| Clean build | Create a clean, non-incremental build. |
| Force skip data build | Skip the content step of the build process. This requires that you have already performed a successful build and that it is compatible with the current scripts in your project. For more information, refer to Create a scripts-only build. |
| Build and Run | Build the Player and open it on your target platform. This option runs a build with the StrictMode option enabled. Unity will do an incremental build when possible, otherwise it will perform a clean build. |
Note: The Build and Build and Run settings are visible only for the active profile.