# buildPath

> The destination path that Unity uses for the build.

## Definition

* **Type:** Property
* **Namespace:** [UnityEditor.Build.Profile](/engine/6000.7/script-reference/unityeditor/build/profile.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public string buildPath { get; set; }
```

### Remarks

Set this property to a fixed path or include variables in the path. Unity resolves each variable to the value of a public static field or property. Specify either an absolute path or a path relative to the project's root folder, which is the folder that contains the `Assets` folder. Enclose each variable in square brackets and use the fully qualified member name, for example `[UnityEditor.EditorUserBuildSettings.activeBuildTarget]`.

When you read this property, Unity replaces each variable with the string value of the corresponding member and returns the fully resolved path. When you assign a value, Unity stores it unchanged. The stored value can contain unresolved variables.

Unity applies the following rules when it resolves a variable:

* The variable must name a public static field or property that exists in a loaded assembly. Unity leaves any variable it can't resolve, including the surrounding brackets, unchanged in the path.
* Unity converts the resolved value to a string and removes any characters that aren't valid in a file name, including directory separators.
* Unity resolves variables recursively, so a resolved value can contain further variables. If any subsequent variable value refers back to an already resolved variable, Unity detects a cycle and logs a warning. In this case, Unity leaves the cyclic variable unresolved.
