macOS build settings reference
Reference documentation for macOS build settings.
Read time 2 minutesLast updated 23 days ago
Use these settings to configure how Unity builds your application for macOS platform. You can update your macOS build settings from the Build Profiles window.
Property | Description |
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Architecture | Select the CPU to build for (only applies to Build And Run).
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Create Xcode Project | Enable this setting to generate an Xcode project so you can build your final application bundle in Xcode. Xcode has built-in support for code signing and uploading the application to the Mac App Store. |
Run in Xcode as | Select whether Xcode runs your Project as a Release or Debug build.
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Development Build | Builds the Player in development mode, which by default includes the Profiler and assertions in your managed assemblies. To add additional diagnostic code paths and data to the build, such as safety checks and debug symbols, configure the appropriate managed code variant for your build. Use this setting when you want to test your application. Selecting a development build defines the For more information, refer to Adding diagnostics to C# code. |
Autoconnect Profiler | Automatically connect the Unity Profiler to your build. For more information, refer to Profiler. Note: This option is available only if you select Development Build. |
Deep Profiling | Allow the Profiler to process all your script code and record every function call, returning detailed profiling data. For more information, refer to Deep Profiling. This property is available only if you enable Development Build. Note: Enabling Deep Profiling might slow down script execution. |
Code Coverage Support | Allow the Code Coverage feature to process all your script code and record every function call, returning detailed code coverage data. For more information, refer to the Coverage class description. Note: This option is available with the Mono and IL2CPP scripting backends, if you select Development Build. This feature is currently disabled for Intel 32-bit targets and will be restored in a future update. IL2CPP: Code Coverage requires the Managed Stripping Level set to Minimal (the lowest level available on IL2CPP), because higher levels strip the code and metadata that coverage relies on and produce empty results. The Code Coverage package sets this automatically when it builds the player; to set it manually, go to Player settings > Other Settings > Managed Stripping Level. |
Script Debugging | Includes debug symbols in managed assemblies, generates unoptimized code, and defines the This property is available only if you enable Development Build. |
Wait for Managed Debugger | Make the Player wait for a debugger to be attached before it executes any script code. This property is visible only if you enable Script Debugging. |
Compression Method | Specifies the method Unity uses to compress the data in your Project when it builds the Player. This includes Assets, Scenes, Player settings, and GI data.
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