Version: 2021.2
Linux Player settings


To create a build for Linux, go to File > Build Settings from Unity’s main menu. In the Platform list, select Linux and then click Switch Platform.

When you have configured the Build Settings, choose from the following two options:

  • Build はアプリケーションをプレイヤーに ビルド します。
  • Build and Run はアプリケーションをプレイヤーに ビルド し、ターゲットプラットフォームでそのプレイヤーを開きます。
Linux build settings in Unity
Linux build settings in Unity

Scenes In Build

The Scenes In Build pane displays a list of the Scenes from your Project that Unity includes in the build. If you cannot see any Scenes in this pane, select Add Open Scenes to add all the currently open Scenes to the build. You can also drag Scene Assets from your Project window into this window.

To exclude a Scene in the list from the build, clear the checkbox next to that scene. This removes the Scene from the build, but not from the list. To remove a Scene from the list, select it and press the Delete key on your keyboard.

When you select Build or Build and Run, Unity creates a build that includes all Scenes in the Scenes in Build list. Unity uses the list of Scenes to determine the order that it loads the Scenes in. To adjust the order of the Scenes, drag them up or down the list.


Platform リストには Unity エディターで使用可能なすべてのプラットフォームが表示されます。リストでは、ターゲットプラットフォームとして現在選択されているプラットフォームの名前の横に Unity アイコンが表示されます。

Unity は、インストールしたプラットフォームモジュールに応じて、使用可能なプラットフォームを決定します。


  • Go to the Unity Hub and select the version of Unity you want to add the module to.
  • Click the vertical ellipses and select Add Modules.

To change the target platform, select the platform you want to switch to, then select Switch Platforms. This might take some time, because Unity might need to re-import your Assets in formats that match your target platform.

When you select a platform, Unity displays a list of options that you can adjust for the build. Each platform has unique settings which are listed on each <platform-specific (anchor)> manual page. Select the Windows, Mac, Linux build target to build standalone applications for most desktop platforms. For specific build settings, see Windows, Mac, Linux build settings.



設定 機能
Development Build この設定を有効にすると、ビルドにスクリプトデバッグシンボルとプロファイラーが加えられます。この設定を有効にすると、DEVELOPMENT_BUILD スクリプト定義が設定されます。アプリケーションをテストしたい場合は、このオプションを使用してください。
Autoconnect Profiler この設定を有効にすると、Unity プロファイラーを自動的にビルドに接続します。この設定は Development Build を有効にしている場合にのみ使用できます。
Deep Profiling Support Enable this setting to turn on Deep Profiling in the Profiler. This makes the Profiler instrument every function call in your application and returns more detailed profiling data. When you enable Deep Profiling Support, it might slow down script execution. This option is only available if you enable Development Build.
Script debugging Enable this setting to allow your script code to be debugged. Not available on WebGL.

This option is only available if you enable Development Build.
Wait for Managed Debugger Enable this setting to be prompted to attach a debugger before it executes any script code.

This option is only available if you enable Development Build.
Compression Method (Lumin と WebGL プラットフォームでは使用不可) プレイヤーをビルドするときに、プロジェクトのデータを圧縮します。これには、アセットシーンプレイヤー 設定、GI データ が含まれます。以下の方法のいずれかを選択します。
Default On Windows, Mac, Linux, and iOS, there is no compression by default. On Android, the default compression is ZIP, which provides better compression results than LZ4HC; however, data is slower to decompress.
LZ4 高速な圧縮形式で、開発ビルドに役立ちます。詳細は、BuildOptions.CompressWithLz4 を参照してください。
LZ4HC LZ4 の高圧縮変形でビルドに時間がかかりますが、リリースビルド用により良い結果が得られます。詳細は、BuildOptions.CompressWithLz4HC を参照してください。

Asset Import Overrides

The Asset Import Overrides section allows you to locally override all texture import settings to speed up import and platform switch time. You must avoid shipping your final build with any import overrides; however, during development they can be useful to speed up iteration time, especially, if assets such as textures resulting in lower resolution is not of any concern.

設定 機能
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 roughly proportional to the amount of pixels it contains, therefore, reducing maximum allowed texture size can speed up the import times. However, as this setting might result in lower resolution textures, use it only for development.
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 Do not 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 Editor Command line arguments to change any initial project import.

Building your Linux application

To build your Linux application, select one of the following:

  • Build: Compile a Player. The default build is incremental, except for the first build, which is always a full non-incremental (clean) build. To force a clean build instead of an incremental build, select Clean Build from the dropdown menu.
  • Build and run: Compile a Player and open it in your native platform. This option always uses the incremental build.
Linux Player settings