macOS build settings reference
Reference documentation for macOS build settings.
Read time 2 minutesLast updated 15 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 includes native diagnostic features such as Profiler support. Use this setting when you want to test your application. This setting doesn't change how Unity compiles your C# code. To include assertions, safety checks, instrumentation, or debug symbols in your managed assemblies, configure the appropriate managed code variant for your build. To check at runtime whether the Player is a development build, use Debug.isDebugBuild. For more information, refer to Adding diagnostics to C# code. | Note: setting only applies when targetting physical device, simulator builds are always development builds. |
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 IL2CPP and CoreCLR scripting back ends, if you select Development Build. This feature is currently disabled for Intel 32-bit targets and will be restored in a future update. Managed Stripping Level: code that the linker strips is not in the Player, so it doesn't appear in the coverage results, which can overstate coverage. For accurate results, use the lowest stripping level available (Disabled on CoreCLR, Minimal on IL2CPP). To set it, 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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