# StrictMode

> Fails the build if any errors are reported during it.

## Definition

* **Type:** Field
* **Namespace:** [UnityEditor](/engine/6000.3/script-reference/unityeditor.md)
* **Assembly:** UnityEditor

```csharp
StrictMode = 512
```

### Remarks

Without this flag, non-fatal errors - such as a failure to compile a shader for a particular platform - will not cause the build to fail, but may result in incorrect behaviour at runtime.

### Examples

```csharp
//Create a folder (right click in the Assets folder and go to <b>Create</b>><b>Folder</b>), and name it “Editor” if it doesn’t already exist
//Place this script in the Editor folder

//This script creates a new Menu named “Build Asset” and new options within the menu named “Normal” and “Strict Mode”. Click these menu items to build an AssetBundle into a folder with either no extra build options, or a strict build.

using UnityEngine;
using UnityEditor;

public class Example
{
    //Creates a new menu (Build Asset Bundles) and item (Normal) in the Editor
    [MenuItem("Build Asset Bundles/Normal")]
    static void BuildABsNone()
    {
        //Build AssetBundles with no special options
        //They will be written in the custom folder ("MyAssetBuilds") which needs to exist prior to this call.
        BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX);
    }

    //Creates a new item (Strict Mode) in the new Build Asset Bundles menu
    [MenuItem("Build Asset Bundles/Strict Mode")]
    static void BuildABsStrict()
    {
        //Build the AssetBundles in strict mode (build fails if any errors are detected)
        BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.StrictMode, BuildTarget.StandaloneOSX);
    }
}
```
