The process of building an iOS application with Unity has two main steps:
For further information on how Unity builds iOS applications, refer to How Unity builds iOS applications.
Note: To build an iOS application locally, your development machine must run macOS as Xcode is available only on macOS devices. If you don’t have a macOS device, you can use Unity Build AutomationA continuous integration service for Unity projects that automates the process of creating builds on Unity’s servers. More info
See in Glossary to build your applications in the cloud.
Before you build your Project for iOS, make sure that you set the Bundle Identifier in the iOS Player SettingsSettings that let you set various player-specific options for the final game built by Unity. More info
See in Glossary (menu: Edit > Project Settings > Player Settings). You can also choose whether your app targets the simulator or an actual device. To do this, change the SDK version field.
To build an Xcode project for iOS, use the following steps:
Tip: After you specify the target directory for the first time, you can use Cmd+B to build and run the application. Unity uses the Append mode to regenerate the Xcode project.
For more information on running an Xcode project in Xcode, refer to Building and running an app(Apple Developer).
If you build a project in a directory that already contains another Xcode project, Unity displays an alert and a choice on how to proceed. There are two options:
Data
and Libraries
subdirectories. It then fills these directories with newly generated Xcode project content. Unity then updates the Xcode project file according to the latest Unity project changes. Unity only supports this mode for the existing Xcode projects generated with the same Unity iOS version. You can store custom built-in code in the classes
subdirectory, as files here aren’t removed.After Unity generates the Xcode project, you can build and run the Xcode project from the command line. To do this, use the following steps:
<device-id>
is your device ID.unity$ xcodebuild test -destination "platform=iOS,id=<device-id>" -scheme Unity-iPhone
When you use command line arguments to specify build settings, they apply to all targets in your Xcode project. To prevent this, some build settings have suffixed versions which you can use to specify which target your build settings affect. You can implement this through User-Defined settings in Xcode > Build Settings. The APP
suffix is used for the application targets and the FRAMEWORK
suffix is used for the framework targets.
When building with xcodebuild, use suffixed versions for the following build settings:
Xcode build setting | Suffixed version |
---|---|
PRODUCT_NAME | PRODUCT_NAME_APP |
PROVISIONING_PROFILE | PROVISIONING_PROFILE_APP |
PROVISIONING_PROFILE_SPECIFIER | PROVISIONING_PROFILE_SPECIFIER_APP |
OTHER_LDFLAGS | OTHER_LDFLAGS_FRAMEWORK |
Based on your custom build pipeline, you can extend the list to cover other settings.
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.
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.