# BuildProfileQualitySettings

> A build profile component that overrides the global quality levels for the build profile's platform.

## Definition

* **Type:** Class
* **Namespace:** [UnityEditor.Build.Profile](/engine/7000.0/script-reference/unityeditor/build/profile.md)
* **Assembly:** UnityEditor.CoreModule
* **Inherits from:** [ScriptableObject](/engine/7000.0/script-reference/unityengine/scriptableobject.md)

```csharp
[ExcludeFromObjectFactory]
public sealed class BuildProfileQualitySettings : ScriptableObject
```

## Remarks

To add these settings to a build profile, use [BuildProfile.CreateComponent](/engine/7000.0/script-reference/unityeditor/build/profile/buildprofile/createcomponent.md). To remove them and use the global quality levels again, use [BuildProfile.RemoveComponent](/engine/7000.0/script-reference/unityeditor/build/profile/buildprofile/removecomponent.md).

The following example gives the active build profile its own quality levels. It then includes only the first quality level in builds created with that build profile.

```csharp
using UnityEditor;
using UnityEditor.Build.Profile;
using UnityEngine;

public static class BuildProfileQualitySettingsExample
{
    [MenuItem("Example/Use First Quality Level For Active Build Profile")]
    static void UseFirstQualityLevelForActiveBuildProfile()
    {
        BuildProfile profile = BuildProfile.GetActiveBuildProfile();
        if (profile == null)
            return;

        // Copy the global quality levels for the build profile's platform, unless it already has its own.
        var qualitySettings = profile.GetComponent<BuildProfileQualitySettings>();
        if (qualitySettings == null)
            qualitySettings = profile.CreateComponent<BuildProfileQualitySettings>();

        string[] qualityLevels = qualitySettings.qualityLevels;
        if (qualityLevels.Length == 0)
            return;

        // Include only the first quality level, and start the build with it.
        // The global quality levels don't change.
        qualitySettings.qualityLevels = new[] { qualityLevels[0] };
        qualitySettings.defaultQualityLevel = qualityLevels[0];
        Debug.Log($"Quality levels for {profile.name}: {string.Join(", ", qualitySettings.qualityLevels)}");
    }

    [MenuItem("Example/Use Global Quality Levels For Active Build Profile")]
    static void UseGlobalQualityLevelsForActiveBuildProfile()
    {
        BuildProfile profile = BuildProfile.GetActiveBuildProfile();
        if (profile == null || profile.GetComponent<BuildProfileQualitySettings>() == null)
            return;

        // Remove the build profile's own quality levels, so that it uses the global quality levels again.
        profile.RemoveComponent<BuildProfileQualitySettings>();
    }
}
```

Additional Resources: [BuildProfile](/engine/7000.0/script-reference/unityeditor/build/profile/buildprofile.md), [QualitySettings](/engine/7000.0/script-reference/unityengine/qualitysettings.md).

## Properties

| Property                                                                                                                            | Description                                                   |
| ----------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------- |
| [defaultQualityLevel](/engine/7000.0/script-reference/unityeditor/build/profile/buildprofilequalitysettings/defaultqualitylevel.md) | The name of the quality level that the build uses at startup. |
| [qualityLevels](/engine/7000.0/script-reference/unityeditor/build/profile/buildprofilequalitysettings/qualitylevels.md)             | The names of the quality levels to include in the build.      |

## Inheritance

**Inherited Members:**

* [ScriptableObject.CreateInstance(string)](/engine/7000.0/script-reference/unityengine/scriptableobject/createinstance.md#createinstance\(string\))
* [ScriptableObject.CreateInstance(Type)](/engine/7000.0/script-reference/unityengine/scriptableobject/createinstance.md#createinstance\(type\))
* [ScriptableObject.CreateInstance\<T>()](/engine/7000.0/script-reference/unityengine/scriptableobject/createinstance.md)
* [Object.GetEntityId()](/engine/7000.0/script-reference/unityengine/object/getentityid.md)
* [Object.GetHashCode()](/engine/7000.0/script-reference/unityengine/object/gethashcode.md)
* [Object.InstantiateAsync\<T>(T)](/engine/7000.0/script-reference/unityengine/object/instantiateasync.md)
* [Object.InstantiateAsync\<T>(T, Transform)](/engine/7000.0/script-reference/unityengine/object/instantiateasync.md)
* [Object.InstantiateAsync\<T>(T, Vector3, Quaternion)](/engine/7000.0/script-reference/unityengine/object/instantiateasync.md)
* [Object.InstantiateAsync\<T>(T, Transform, Vector3, Quaternion)](/engine/7000.0/script-reference/unityengine/object/instantiateasync.md)
* [Object.InstantiateAsync\<T>(T, int)](/engine/7000.0/script-reference/unityengine/object/instantiateasync.md)
* [Object.InstantiateAsync\<T>(T, int, Transform)](/engine/7000.0/script-reference/unityengine/object/instantiateasync.md)
* [Object.InstantiateAsync\<T>(T, int, Vector3, Quaternion)](/engine/7000.0/script-reference/unityengine/object/instantiateasync.md)
* [Object.InstantiateAsync\<T>(T, int, ReadOnlySpan\<Vector3>, ReadOnlySpan\<Quaternion>)](/engine/7000.0/script-reference/unityengine/object/instantiateasync.md)
* [Object.InstantiateAsync\<T>(T, int, Transform, Vector3, Quaternion)](/engine/7000.0/script-reference/unityengine/object/instantiateasync.md)
* [Object.InstantiateAsync\<T>(T, int, Transform, Vector3, Quaternion, CancellationToken)](/engine/7000.0/script-reference/unityengine/object/instantiateasync.md)
* [Object.InstantiateAsync\<T>(T, int, Transform, ReadOnlySpan\<Vector3>, ReadOnlySpan\<Quaternion>)](/engine/7000.0/script-reference/unityengine/object/instantiateasync.md)
* [Object.InstantiateAsync\<T>(T, int, Transform, ReadOnlySpan\<Vector3>, ReadOnlySpan\<Quaternion>, CancellationToken)](/engine/7000.0/script-reference/unityengine/object/instantiateasync.md)
* [Object.InstantiateAsync\<T>(T, InstantiateParameters, CancellationToken)](/engine/7000.0/script-reference/unityengine/object/instantiateasync.md)
* [Object.InstantiateAsync\<T>(T, int, InstantiateParameters, CancellationToken)](/engine/7000.0/script-reference/unityengine/object/instantiateasync.md)
* [Object.InstantiateAsync\<T>(T, Vector3, Quaternion, InstantiateParameters, CancellationToken)](/engine/7000.0/script-reference/unityengine/object/instantiateasync.md)
* [Object.InstantiateAsync\<T>(T, int, Vector3, Quaternion, InstantiateParameters, CancellationToken)](/engine/7000.0/script-reference/unityengine/object/instantiateasync.md)
* [Object.InstantiateAsync\<T>(T, int, ReadOnlySpan\<Vector3>, ReadOnlySpan\<Quaternion>, InstantiateParameters, CancellationToken)](/engine/7000.0/script-reference/unityengine/object/instantiateasync.md)
* [Object.Instantiate(Object, Vector3, Quaternion)](/engine/7000.0/script-reference/unityengine/object/instantiate.md#instantiate\(object-vector3-quaternion\))
* [Object.Instantiate(Object, Vector3, Quaternion, Transform)](/engine/7000.0/script-reference/unityengine/object/instantiate.md#instantiate\(object-vector3-quaternion-transform\))
* [Object.Instantiate(Object)](/engine/7000.0/script-reference/unityengine/object/instantiate.md#instantiate\(object\))
* [Object.Instantiate(Object, Scene)](/engine/7000.0/script-reference/unityengine/object/instantiate.md#instantiate\(object-scene\))
* [Object.Instantiate\<T>(T, InstantiateParameters)](/engine/7000.0/script-reference/unityengine/object/instantiate.md)
* [Object.Instantiate\<T>(T, Vector3, Quaternion, InstantiateParameters)](/engine/7000.0/script-reference/unityengine/object/instantiate.md)
* [Object.Instantiate(Object, Transform)](/engine/7000.0/script-reference/unityengine/object/instantiate.md#instantiate\(object-transform\))
* [Object.Instantiate(Object, Transform, bool)](/engine/7000.0/script-reference/unityengine/object/instantiate.md#instantiate\(object-transform-bool\))
* [Object.Instantiate\<T>(T)](/engine/7000.0/script-reference/unityengine/object/instantiate.md)
* [Object.Instantiate\<T>(T, Vector3, Quaternion)](/engine/7000.0/script-reference/unityengine/object/instantiate.md)
* [Object.Instantiate\<T>(T, Vector3, Quaternion, Transform)](/engine/7000.0/script-reference/unityengine/object/instantiate.md)
* [Object.Instantiate\<T>(T, Transform)](/engine/7000.0/script-reference/unityengine/object/instantiate.md)
* [Object.Instantiate\<T>(T, Transform, bool)](/engine/7000.0/script-reference/unityengine/object/instantiate.md)
* [Object.Destroy(Object, float)](/engine/7000.0/script-reference/unityengine/object/destroy.md)
* [Object.DestroyImmediate(Object, bool)](/engine/7000.0/script-reference/unityengine/object/destroyimmediate.md)
* [Object.FindObjectsByType(Type)](/engine/7000.0/script-reference/unityengine/object/findobjectsbytype.md#findobjectsbytype\(type\))
* [Object.FindObjectsByType(Type, FindObjectsInactive)](/engine/7000.0/script-reference/unityengine/object/findobjectsbytype.md#findobjectsbytype\(type-findobjectsinactive\))
* [Object.DontDestroyOnLoad(Object)](/engine/7000.0/script-reference/unityengine/object/dontdestroyonload.md)
* [Object.FindAnyObjectByType\<T>()](/engine/7000.0/script-reference/unityengine/object/findanyobjectbytype.md#findanyobjectbytypet\(\))
* [Object.FindAnyObjectByType\<T>(FindObjectsInactive)](/engine/7000.0/script-reference/unityengine/object/findanyobjectbytype.md#findanyobjectbytypet\(findobjectsinactive\))
* [Object.FindObjectsByType\<T>()](/engine/7000.0/script-reference/unityengine/object/findobjectsbytype.md#findobjectsbytypet\(\))
* [Object.FindObjectsByType\<T>(FindObjectsInactive)](/engine/7000.0/script-reference/unityengine/object/findobjectsbytype.md#findobjectsbytypet\(findobjectsinactive\))
* [Object.FindAnyObjectByType(Type)](/engine/7000.0/script-reference/unityengine/object/findanyobjectbytype.md#findanyobjectbytype\(type\))
* [Object.FindAnyObjectByType(Type, FindObjectsInactive)](/engine/7000.0/script-reference/unityengine/object/findanyobjectbytype.md#findanyobjectbytype\(type-findobjectsinactive\))
* [Object.ToString()](/engine/7000.0/script-reference/unityengine/object/tostring.md)
* [Object.name](/engine/7000.0/script-reference/unityengine/object/name.md)
* [Object.hideFlags](/engine/7000.0/script-reference/unityengine/object/hideflags.md)

### Operators

| Operator                                                                           | Description                                                             |
| ---------------------------------------------------------------------------------- | ----------------------------------------------------------------------- |
| [operator ==](/engine/7000.0/script-reference/unityengine/object/op-equality.md)   | Compares two object references to see if they refer to the same object. |
| [bool](/engine/7000.0/script-reference/unityengine/object/op-implicit.md)          | Determines whether the object exists.                                   |
| [operator !=](/engine/7000.0/script-reference/unityengine/object/op-inequality.md) | Compares if two objects refer to a different object.                    |
