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Building options. Multiple options can be combined together.
Additional resources: BuildPipeline.BuildPlayer.
|Perform the specified build without any special settings or extra tasks.
|Build a development version of the player.
|Run the built player.
|Show the built player.
|Build a compressed asset bundle that contains streamed Scenes loadable with the UnityWebRequest class.
|Used when building Xcode (iOS) or Eclipse (Android) projects.
|Clear all cached build results, resulting in a full rebuild of all scripts and all player data.
|Start the player with a connection to the profiler in the editor.
|Allow script debuggers to attach to the Player remotely. You can debug your scripts only if you use BuildOptions.Development.
|Symlink sources when generating the project. This is useful if you're changing source files inside the generated project and want to bring the changes back into your Unity project or a package.
|Don't compress the data when creating the asset bundle.
|Sets the Player to connect to the Editor.
|Determines if the player should be using the custom connection ID.
|Only build the scripts in a Project.
|Patch a Development app package rather than completely rebuilding it.Supported platforms: Android.
|Include assertions in the build. By default, the assertions are only included in development builds.
|Use chunk-based LZ4 compression when building the Player.
|Use chunk-based LZ4 high-compression when building the Player.
|Do not allow the build to succeed if any errors are reporting during it.
|Build will include Assemblies for testing.
|Will force the buildGUID to all zeros.
|Sets the Player to wait for player connection on player start.
|Enables code coverage. You can use this as a complimentary way of enabling code coverage on platforms that do not support command line arguments.
|Enables Deep Profiling support in the player.
|Generates more information in the BuildReport.
|Enable Shader Livelink support.