エディターで扱うユーザービルド設定
Additional resources: EditorBuildSettings.
activeBuildTarget | 現在アクティブなビルドのターゲット |
activeScriptCompilationDefines | コンパイラの DEFINE 命令 |
allowDebugging | 接続するソースレベルのデバッガーを有効にします。 |
androidBuildSubtarget | Android プラットフォームオプション |
androidCreateSymbols | Specifies the type of symbol package to create. |
buildAppBundle | Set to true to build an Android App Bundle (aab file) instead of an apk. The default value is false. |
buildScriptsOnly | スクリプトのみをビルドするかどうか |
buildWithDeepProfilingSupport | Enables Deep Profiling support in the player. |
compressFilesInPackage | Compress files in package. |
connectProfiler | プロファイラーに接続してプレイヤーを開始します。 |
development | Development Build を有効にします。 |
explicitArrayBoundsChecks | Are array bounds actively validated? |
explicitDivideByZeroChecks | Are divide by zero's actively validated? |
explicitNullChecks | Are null references actively validated? |
exportAsGoogleAndroidProject | Export Android Project for use with Android Studio/Gradle. |
forceInstallation | エラーでもパッケージを強制的にインストール |
installInBuildFolder | ビルドフォルダーにビルドプレーヤーを置きます。 |
iOSXcodeBuildConfig | The scheme Xcode uses to run this project. |
macOSXcodeBuildConfig | The scheme Xcode uses to run this project. |
managedDebuggerFixedPort | Force the port used by the managed debugger. Default is 0 which means platform-specific auto-selection of a port. |
movePackageToDiscOuterEdge | Places the package on the outer edge of the disk. |
needSubmissionMaterials | ビルドするサブミッションマテリアル |
overrideMaxTextureSize | The override for the maximum texture size when importing assets. |
overrideTextureCompression | The asset importing override of texture compression. |
ps4BuildSubtarget | PS4 ビルドサブターゲット |
ps4HardwareTarget | 目標とする PS4 ハードウェアのバージョンを指定します。 |
selectedBuildTargetGroup | 現在選択されているビルドターゲットグループ |
selectedStandaloneTarget | スタンドアロンビルドで現在選択されているターゲット。 |
standaloneBuildSubtarget | Desktop standalone build subtarget. |
symlinkSources | Symlink sources when generating the project. |
waitForManagedDebugger | Instructs the player to wait for managed debugger to attach before executing any script code. |
waitForPlayerConnection | Sets the Player to wait for player connection on player start. |
webGLBuildSubtarget | WebGL Build subtarget. |
webGLClientBrowserPath | The path to the executable of the browser in which to load the web application. |
webGLClientBrowserType | Defines the client browser type in which to load the web application. |
windowsBuildAndRunDeployTarget | Sets and gets the Windows device to launch the Windows app when using Build and Run. |
windowsDevicePortalAddress | Specifies the Windows DevicePortal connection address of the device to deploy and launch the UWP app on when using Build and Run. |
windowsDevicePortalPassword | Specifies the Windows DevicePortal password for the device to deploy and launch the UWP app on when using Build and Run. |
windowsDevicePortalUsername | Specifies the Windows DevicePortal username for the device to deploy and launch the UWP app on when using Build and Run. |
wsaBuildAndRunDeployTarget | Sets and gets the Windows device to launch the UWP app when using Build and Run. |
wsaUWPBuildType | The build type for the Universal Windows Platform. |
wsaUWPSDK | Sets and gets target UWP SDK to build Windows Store application against. |
wsaUWPVisualStudioVersion | Sets and gets Visual Studio version to build Windows Store application with. |
GetBuildLocation | ビルドの現在のロケーションを取得します。 |
SetBuildLocation | ビルドの新しいロケーションを設定します。 |
SwitchActiveBuildTarget | アクティブにする新しいビルドターゲットを選択します。 |
SwitchActiveBuildTargetAsync | Select a new build target to be active during the next Editor update. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | original のオブジェクトをクローンします |
bool | オブジェクトが存在するかどうか |
operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します |
operator == | 2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。 |