Version: 2021.3
  • C#


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Obsolete Please use SwitchActiveBuildTarget(BuildTargetGroup targetGroup, BuildTarget target).


public static bool SwitchActiveBuildTarget(BuildTarget target);


public static bool SwitchActiveBuildTarget(BuildTargetGroup targetGroup, BuildTarget target);


target Target build platform.
targetGroup Build target group.


bool True if the build target was successfully switched, false otherwise (for example, if license checks fail, files are missing, or if the user has cancelled the operation via the UI).


Select a new build target to be active.

Has the same effect as changing the build target via the Build Player dialog in the Editor.

When you change the currently active build target, this function reimports Assets that are affected by the current platform setting, and then returns. All script files are compiled on the next editor update. To have scripts compile before the Assets are reimported, see SwitchActiveBuildTargetAsync.

If the given target is a standalone target, calling SwitchActiveBuildTarget will also affect EditorUserBuildSettings.selectedStandaloneTarget.

Note: This method is not available when running the Editor in batch mode. This is because changing the build target requires recompiling script code for the given target which cannot be done while script code is executing (not a problem in in the editor as the operation is simply deferred but batch mode will immediately exit after having executed the designated script code). To set the build target to use in batch mode, use the buildTarget command-line switch.

using UnityEditor;

public class SwitchPlatformExample { [MenuItem("Example/Switch Platform")] public static void PerformSwitch() { // Switch to Windows standalone build. EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows); } }