Configure build settings

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

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

  • Build builds your application into a Player.

  • Build and Run builds your application in a Player, and opens that Player on your target platform.

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 can't view 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 locate the order that it loads the Scenes in. To adjust the order of the Scenes, drag them up or down the list.

Platform list

The Platform pane lists all platforms available in your Unity Editor. When you select a platform, the Unity icon appears next to the name of the platform you selected as the target platform.

Unity determines the platforms available to you depending on the platform modules you have installed. You can add additional platform modules to your project and change the target platform depending on your requirement.

To install additional platform modules to your Project, you can do the following:

  • 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 manual page.

Additionally, the Unity build system for Embedded Linux supports the following settings:

FunctionDescription
Architecture

Select from the following CPU architectures to build for (only applies to Build And Run) the Embedded Linux Platform.

  • x86 - 64-bit CPU.

  • x64 - 32-bit CPU.

  • arm32 - 32-bit ARM CPU.

  • arm64 - 64-bit ARM CPU.

Remote Device

Deploys and launches the app to a connected device on a remote device based on the connection and authentication information you provide below. Expand Remote Device to enter the following details:

  • Address (required) - The address of the remote device. You can also specify a port by adding a colon after the address (for example, 10.110.91.3:2121).

  • Username (optional) - The user name on the remote device.

  • Exports - Specify the additional exports, if they're required to launch the device remotely. Multiple environment variables are separated by a space. For example, ENV_VAR1=1 ENV_VAR2=2.

  • Install Path - The installation path for the application. If not set, the default value ~tmp/unity/test will be used.

Development BuildEnable this setting to include scripting debug symbols and the Profiler in your build. When you enable this, Unity sets the DEVELOPMENT_BUILD scripting define. You must use this setting only when you want to test your application. Note that development builds don't minify content, which means the development builds are large to distribute.
Autoconnect ProfilerWhen enabled, this setting allows you to automatically connect the Unity Profiler to your build. For this setting to be available, you must enable the Development Build option.
Deep ProfilingEnable 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 the Development Build setting.
Script DebuggingAttach script debuggers to the Player remotely. Only available if you enable the Development Build setting.
Compression Method

Compress the data in your Project at build time. This includes Assets, Scenes, Player settings, and global illumination data. Choose from the following methods:

  • Default - The default compression method is None.

  • LZ4 - A fast compression format for development builds. LZ4 compression can significantly improve the loading time of your application. For more information, view BuildOptions.CompressWithLz4.

  • LZ4HC - A high compression variant of LZ4 that's slower to build but produces better results for release builds. LZ4HC compression can significantly improve the loading time of your application. For more information, view BuildOptions.CompressWithLz4HC.

Additional resources