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Unity Engine

Embedded Linux build settings reference

Reference documentation for Embedded Linux Build Profiles.
Read time 2 minutesLast updated 14 days ago

Use the Embedded Linux build settings to configure and build your application for the Embedded Linux platform. The Embedded Linux build settings are included in the Platform Settings section of the Build Profiles window.

Property

Description

Architecture
Choose the CPU architecture to build for the Embedded Linux platform:
  • x64: 64-bit CPU
  • arm64: 64-bit ARM CPU
Remote Device
Deploy and launch the app to a connected device on a remote device based on the connection and authentication information you provide.
  • Address (required): The address of the remote device. You can also specify a port by adding a colon after the address (for example, 10.110.91.3:2121).
  • Username (optional): The user name on the remote device.
  • Exports: Specify the additional exports, if they're required to launch the device remotely. Multiple environment variables are separated by a space. For example,
    ENV_VAR1=1 ENV_VAR2=2
    .
  • Install Path: The installation path for the application. If not set, the default value
    ~tmp/unity/test
    will be used.
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.
Script Debugging
Includes debug symbols in managed assemblies, generates unoptimized code, and defines the
DEBUG
scripting symbol. This is functionally equivalent to setting the Managed Code Variant Player setting to Debug (Edit > Project Settings > Player > Other Settings). For more information, refer to Adding diagnostics to C# code.
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.
Managed Debugger Fixed Port
Choose the port for the managed debugger to use to listen to connections.
This property is available 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.
  • Default: On Windows, Mac, Linux Standalone, and iOS, there's no default compression. On Android, the default compression is ZIP, which gives slightly better compression results than LZ4HC. However, ZIP data is slower to decompress.
  • LZ4HC: A high compression variant of LZ4 that is slower to build but produces better results for release builds. For more information, refer to BuildOptions.CompressWithLz4HC.

Additional resources