Version: 2022.3
Build a macOS application
Code sign and notarize your macOS application

macOS build settings

Use the macOS build settings to configure and build your application for macOS.

The macOS build settings are part of the Build Settings window. To view the settings:

  1. Select File > Build Settings.
  2. From the list of platforms in the Platform panel, choose Windows, Mac, Linux.
  3. In the Target Platform list, choose macOS

Note: If the Build button isn’t visible and Build And Run is unavailable, select Switch Platform.

请使用以下设置来配置 Unity 构建应用程序的方式。

设置 功能
目标平台 Select your desired build platform.
Architecture Select the CPU to build for (only applies to Build And Run).
Intel 64-bit Use Intel/AMD 64-bit CPU architecture.
Apple Silicon Use Apple’s Silicon Architecture.
Intel 64-bit + Apple Silicon Use both architectures.
Create Xcode Project Create an Xcode project when building your Unity project.
Run in Xcode as Select whether Xcode runs your Project as a Release or Debug build.
Release Build an optimized version of your app.
Debug Build a testing version of your app that has additional code that helps with debugging.
Development Build Include scripting debug symbols and the Profiler in your build. Use this setting when you want to test your application.
When you select this option, Unity sets the DEVELOPMENT_BUILD scripting define. Your build then includes preprocessor directives that set DEVELOPMENT_BUILD as a condition (refer to Platform-dependent compilations).
Autoconnect Profiler Automatically connect the Unity Profiler to your build.

Note: This option is only available if you selected Development Build.
Deep Profiling Support Enable Deep Profiling in the Profiler. This makes the Profiler instrument every function call in your application so it returns more detailed profiling data. This option might slow down script execution.

Note: This option is only available if you selected Development Build.
Script Debugging Enable debugging for the application’s script code.

Note: This option is only available if you selected Development Build.
Wait for Managed Debugger Indicates whether the application waits for a debugger to attach before it runs any script code.

Note: This option is only available if you selected Script Debugging.
Compression Method Compress the data in your Project when you build the Player. This includes Assets, Scenes, Player settings, and GI data.
Default On PC, Mac, Linux Standalone, and iOS, there is no default compression.
LZ4 A fast compression format that’s useful for development builds. For more information, refer to BuildOptions.CompressWithLz4.
LZ4HC A high compression variant of LZ4 that’s slower to build but produces better results for release builds. For more information, refer to BuildOptions.CompressWithLz4HC.

Asset import overrides

Use Asset Import Overrides to locally override all texture import settings to speed up import and platform switching time. Avoid shipping your final build with any import overrides. Use this setting during development to speed up iteration time if assets such as low resolution textures aren’t of any concern.

设置 功能
Max Texture Size Override the maximum imported texture size. Unity imports textures in the lower of two values: this value, or the Max Size value specified in Texture import settings.

The time it takes to import a texture is proportional to the amount of pixels it has; reducing maximum allowed texture size can speed up the import times. As this setting might result in lower resolution textures, use it only for development purposes.
Texture Compression Override the texture compression options set in Texture import settings.

This only affects textures imported into one of the compressed texture formats.
Force Fast Compressor Use a faster yet lower quality texture compression mode for formats where this is applicable (BC7, BC6H, ASTC, ETC, ETC2). Typically, this results in more compression artifacts, but for many formats the compression itself is many times faster (2 to 20 times faster).

This setting also disables the Crunch texture compression format on any textures that have it.

The effect is the same as if all textures had their Compressor Quality set to Fast setting in their platform’s Texture import settings.
Force Uncompressed Don’t compress the textures; use uncompressed formats instead. Note that while this is faster to import because it skips the whole texture compression process, the resulting textures take up more memory, game data size, and can impact rendering performance. Texture import settings.

This option has the same effect as all textures that have their Compression set to None in their platforms’ Texture Import settings.

You can also set Asset import override settings using -overrideMaxTextureSize and -overrideTextureCompression command line arguments to change any initial application import.

Build a macOS application
Code sign and notarize your macOS application