The Build Settings window allows you to choose your target platform, adjust settings for your build, and start the build process. To access the Build Settings window, select File > Build Settings… . Once you have specified your build settings, you can click Build to create your build, or click the Build And Run to create and run your build on the platform you have specified.
This part of the window shows you the scenes from your project that will be included in your build. If no scenes are shown then you can use the Add Current button to add the current scene to the build, or you can drag scene assets into this window from your project window. You can also untick scenes in this list to exclude them from the build without removing it from the list. If a scene is never needed in the build you can remove it from the list of scenes by pressing the delete key.
Scenes that are ticked and added to the Scenes in Build list will be included in the build. The list of scenes will be used to control the order the scenes are loaded. You can adjust the order of the scenes by dragging them up or down.
The Platform area beneath the Scenes in Build area list all the platforms which are available to your Unity version. Some platforms may be greyed out to indicate they are not part of your version or invite you to download the platform specific build options. Selecting one of the platforms will control which platform will be built. If you change the target platform, you need to press the “Switch Platform” button to apply your change. This may take some time making the switch, because your assets may need to be re-imported in formats that match your target platform. The currently selected platform is indicated with a Unity icon to the right of the platform name.
The selected platform will show a list of options that can be adjusted for the build. Each platform may have different options. These options are listed below. Options that are common across many platforms are listed at the very bottom of this section under the “Generic items across builds” details.
|Windows||Build for Windows|
|Mac OS X||Build for Mac|
|Linux||Build for Linux|
|Universal||All CPU devices|
|x86 + x86_64 (Universal)||All CPU devices for Linux|
|Copy PDB files||(Windows only) Include Microsoft program database (PDB) files in the built Standalone Player. PDB files contain application debugging information that is useful for debugging, but may increase the size of your Player. This setting is disabled by default.|
|Headless Mode||Build game for server use and with no visual elements|
|Run in Xcode||Select the version of Xcode to use in the build. When set to Latest version,the build uses the most recent version of Xcode on your machine.|
|Run in Xcode as|
|Symlink Unity libraries||Reference to the Unity libraries instead of copying them into the XCode project. (Reduces the XCode project size.)|
|Texture Compression||Choose from the following texture compression formats:
ETC2 (GLES 3.0)
ASTCAdaptive Scalable Texture Compression (ASTC) A block-based texture format that compresses textures to significantly reduce file sizes without cau sing a noticable reduction in image quality. More info
See in Glossary
For advice on using these formats, see Getting started with Android development.
|ETC2 fallback||For Android devices that don’t support ETC2, override the default ETC2 texture decompression by choosing from 32 or 16 bit format, or 32 bit format with half the resolution.|
|Internal (Default)||Generate the output package (APK) using the internal Unity build process, based on Android SDK utilities.|
| GradleAn Android build system that automates several build processes. This automation means that many common build errors are less likely to occur. More info
See in Glossary (New)
|Generate the output package (APK) using the Gradle build system. Supports direct Build and Run and exporting the project to a directory. This is the preferred option for exporting a project, as Gradle is the native format for Android Studio.|
| ADTAn Android project type that is no longer supported by Google and is considered obsolete. More info
See in Glossary (Legacy)
|Export the project in ADT (eclipse) format. The output package (APK) can be built in eclipse or Android Studio. This project type is no longer supported by Google and is considered obsolete.|
|SDKs for App Stores||Select which third party app stores to integrate with. To include an integration, click Add next to an App Store name. The Unity Package Manager automatically downloads and includes the relevant integration package.|
See in Glossary use the generic settings shown later on this page.
Build Settings for Samsung TV use the generic settings shown later on this page.
For information about building projects for Xiaomi Game Center, see Unity Xiaomi documentation.
Console platforms and devices which require a Unity license will be documented in the Platform Specific section of the User Guide.
|Development BuildA development build includes debug symbols and enables the Profiler. More info
See in Glossary
|Allow the developer to test and work out how the build is coming along.|
|Autoconnect Profiler||When the Development Build option is selected allow 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 to connect to the build.
|Script Debugging||When the Development Build option is selected allow the script code to be debugged. Not available on WebGL.|
|ScriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary Only Build
|Build just the scripts in the current Project.|
|CompressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression3D Graphics hardware requires Textures to be compressed in specialised formats which are optimised for fast Texture sampling. More info
See in Glossary, Animation CompressionThe method of compressing animation data to significantly reduce file sizes without causing a noticable reduction in motion quality. Animation compression is a trade off between saving on memory and image quality. More info
See in Glossary, Audio Compression, Build Compression.
See in Glossary Method
|Compress the data in your Project when building 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 SettingsA settings manager that lets you set various player-specific options for the final game built by Unity. More info
See in Glossary and GI data. Choose between the following methods:
|Default||On PC, Mac, Linux Standalone, and iOSApple’s mobile operating system. More info
See in Glossary, there is no compression by default. On Android, the default compression is ZIP, which gives slightly better compression results than LZ4HC, but data is slower to decompress.
|LZ4||A fast compression format that is useful for development builds. For more information, see BuildOptions.CompressWithLz4.|
|LZ4HC||A high compression variant of LZ4 that is slower to build but produces better results for release builds. For more information, see BuildOptions.CompressWithLz4HC.|
• 2017–08–24 Page amended with no editorial review
Xiaomi build target added in 2017.2 NewIn20172
Tizen support discontinued in 2017.3 NewIn20173
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