# SymlinkSources

> Symlink sources when generating the project. This is useful if you're changing source files inside the generated project and want to bring the changes back into your Unity project or a package.

## Definition

* **Type:** Field
* **Namespace:** [UnityEditor](/engine/6000.7/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
SymlinkSources = 1024
```

### Remarks

This option affects sources in both Unity projects and packages. Only the following platforms support this option:

**iOS**: When `symlinkSources` is enabled, Unity creates symlinks for libraries (libil2cpp.a, libiPhone-lib.a, etc.). This means you don't need to copy the libraries. Sources with .mm, .m, .cpp, .c, .h, .swift, and .xib extensions are referenced externally from Xcode project.

**Android**: When `symlinkSources` is enabled, Gradle project references .java, .kt and .androidlib plug-in sources externally from Unity project rather than copying the source files directly into the Gradle project. In case of .androidlib plug-in, the plug-in folder must include `build.gradle` file for the `symlinkSources` option to work.

Additional Resources: [BuildPipeline.BuildPlayer](/engine/6000.7/script-reference/unityeditor/buildpipeline/buildplayer.md), [\_symlinkSources](/engine/6000.7/script-reference/unityeditor/editoruserbuildsettings/symlinksources.md)
