# SetScriptingDefineSymbols

> Set user-specified symbols for script compilation for the given build target.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.6/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

## SetScriptingDefineSymbols(NamedBuildTarget, string)

Set user-specified symbols for script compilation for the given build target.

```csharp
public static void SetScriptingDefineSymbols(NamedBuildTarget buildTarget, string defines)
```

### Parameters

**** (\[NamedBuildTarget]\(/engine/6000.6/script-reference/unityeditor/build/namedbuildtarget)): The [NamedBuildTarget](/engine/6000.6/script-reference/unityeditor/build/namedbuildtarget.md).**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): Symbols for this build target are passed as an array or as a string separated by semicolons.

### Remarks

To see defines string values go to Edit > Project Settings > Player Settings > Scripting Compilation > Scripting Define Symbols.

Additional Resources: [Platform Dependent Compilation](/engine/6000.6/manual/scripting/compilation-and-code-reload/script-compilation/conditional-compilation/platform-dependent-compilation.md).

## SetScriptingDefineSymbols(NamedBuildTarget, string\[])

Set user-specified symbols for script compilation for the given build target.

```csharp
public static void SetScriptingDefineSymbols(NamedBuildTarget buildTarget, string[] defines)
```

### Parameters

**** (\[NamedBuildTarget]\(/engine/6000.6/script-reference/unityeditor/build/namedbuildtarget)): The [NamedBuildTarget](/engine/6000.6/script-reference/unityeditor/build/namedbuildtarget.md).**** (\[string\[]]\(https\://learn.microsoft.com/dotnet/api/system.string)): Symbols for this build target are passed as an array or as a string separated by semicolons.

### Remarks

To see defines string values go to Edit > Project Settings > Player Settings > Scripting Compilation > Scripting Define Symbols.

Additional Resources: [Platform Dependent Compilation](/engine/6000.6/manual/scripting/compilation-and-code-reload/script-compilation/conditional-compilation/platform-dependent-compilation.md).
