BuildDestinationSettings
class in
UnityEditor.Build.Profile
/
Inherits from:ScriptableObject
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Description
A build profile component that specifies the destination path Unity uses when it builds the profile.
Add this component to a build profile to set a build location for the profile. When the profile is active, Unity uses the resolved value of BuildDestinationSettings.buildPath as the output path for the build. If you start a build with BuildPipeline.BuildPlayer(BuildPlayerWithProfileOptions) or from the command line and provide a build path, Unity uses that path instead of the buildPath value in this component.
Properties
| Property |
Description |
| buildPath | The destination path that Unity uses for the build. |
Inherited Members
Properties
| Property | Description |
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
| name | The name of the object. |
Public Methods
| Method | Description |
| GetEntityId | Gets the EntityId of the object. |
| ToString | Returns the name of the object. |
Static Methods
| 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. |
| 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. |
| CreateInstance | Creates an instance of a scriptable object. |
Operators
| 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. |
Messages
| Message | Description |
| Awake | Called when an instance of ScriptableObject is created. |
| OnDestroy | This function is called when the scriptable object will be destroyed. |
| OnDisable | This function is called when the scriptable object goes out of scope. |
| OnEnable | This function is called when the object is loaded. |
| OnValidate | Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector. |
| Reset | Reset to default values. |