# targetPlatform

> The BuildTarget to build. (optional)

## Definition

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

```csharp
public BuildTarget targetPlatform { readonly get; set; }
```

### Remarks

An AssetBundle is only compatible with the specific platform that it was built for, so you must produce different builds of a given bundle to use the assets on different platforms.

If targetPlatform is not specified, e.g. it is 0, then the targetPlatform and subtarget fields will all be determined from the current build settings.

Additional Resources: [EditorUserBuildSettings.activeBuildTarget](/engine/6000.3/script-reference/unityeditor/editoruserbuildsettings/activebuildtarget.md).
