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Unity Engine


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Unity Engine


Build Profiles window reference

Reference documentation for the Build Profiles window.
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Configure build settings for the target platforms and override specific project settings for a build profile.
注
Access the Build Profiles window in the Unity Editor from File > Build Profiles.
The following sections describe the settings available in the Build Profiles window.

Asset Import Overrides

To speed up the time it takes to import assets and change platforms, you can locally override all texture import settings. During development, asset overrides can be useful to speed up iteration time by using lower quality assets.
注
To set asset import overrides for initial project imports, use the Editor command line arguments
-overrideMaxTextureSize
and
-overrideTextureCompression
.

Property

Description

Max Texture Size
Override the maximum imported texture size. Unity imports textures in the lower of two values: this value, or the Max Size value specified in Texture import settings. The time it takes to import a texture is proportional to the number of pixels it contains, so a texture size with a lower maximum can speed up import times. It's recommended to use this setting only during development as the resulting textures are lower in resolution.
Texture Compression
Override the texture compression options set in Texture import settings.
Note: The following texture compression options only apply to textures referenced in GPU texture formats reference.
  • Force Fast Compressor:Use a faster but lower quality texture compression mode for formats that support it (BC7, BC6H, ASTC, ETC, ETC2). Usually this results in more compression artifacts, but for many formats the compression itself is 2 to 20 times faster. This setting also disables Crunch texture compression format on any textures that have it. The effect of this setting is the same as if all textures had their Compressor Quality set to a low number in the platforms section of their Texture import settings.
  • Force Uncompressed: Use uncompressed formats. This is faster to import (because it skips the texture compression process), but the resulting textures take up more memory and game data size, and can impact rendering performance. The effect of this setting is the same as if all textures had their Compression set to None in their platforms’ Texture import settings.
  • Force No Crunch: Disable Crunch compression for all textures. Crunch compression can take a long time, so disabling it can speed up the import process significantly. However, the resulting textures take up more disk space. Selecting this option is the same as disabling Use Crunch Compression in the Texture import settings for all textures.

Platform Settings

Each platform has specific build settings. For more information, refer to the following platform-specific documentation:
注
For information on build settings for closed platforms, refer to the included documentation in the Unity installer of each closed platform.

Shared build settings

The following build settings are available for all profile types. The values of these settings are shared across platform profiles but not across build profiles.
注
Updating shared settings of an active platform profile using
EditorUserBuildSettings
applies changes across all platform profiles. However, updating shared settings of an active build profile with
EditorUserBuildSettings
only updates that specific build profile.

Property

Description

Development Build
Builds the Player in development mode, which by default includes the Profiler and assertions in your managed assemblies. To add additional diagnostic code paths and data to the build, such as safety checks and debug symbols, configure the appropriate managed code variant for your build. Use this setting when you want to test your application. Selecting a development build defines the
DEVELOPMENT_BUILD
scripting symbol for your managed code. However, this symbol is marked for deprecation and it's recommended you replace usages of it with the symbols associated with the relevant managed code variant instead.
For more information, refer to Adding diagnostics to C# code.
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.
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.

Diagnostics

注
The Diagnostics section is visible only when using a build profile on Android, iOS, macOS, and Windows platforms. This section is visible by default on these platforms and isn't added through Add Settings.

Property

Description

Diagnostic DataConfigure settings to collect diagnostic data for each build profile in your project. Use these settings to override the default setting specified in Project Settings > Services > Diagnostics > Diagnostic Data per build profile. For more information on diagnostic data, refer to Developer Data framework.

The following options are available:
  • Disabled: Disables collection of diagnostic data for the build.
    Note: Diagnostic Data is set to Disabled if your project isn't connected to Unity Cloud. To collect diagnostic data, you must link your project to Unity Cloud via Project Settings. For more information, refer to Configure a project for Unity Cloud.
  • Use Project Settings > Diagnostics: Uses the value specified in Project Settings > Services > Diagnostics > Diagnostic Data. All builds for your project use the value in this setting by default.
  • Enabled: Enables collection of diagnostic data for the build.
Note: Disabling Diagnostic Data collection can impact the performance and behavior of services that rely on Developer Data.

Add Settings

Use the Add Settings button to add optional settings to a build profile. You should only add the settings you want to customize. The settings you add appear in a section with a foldout, where you can customize them for the build profile.
注
The Add Settings button is available only for build profiles and not for platform profiles. This button is disabled when you add all available settings to the build profile.
The following settings are available for customization through Add Settings. Additional settings might be available based on the packages installed in your project.

Setting

Description

Scene ListCreate a custom scene list for your build profile. When you add Scene List, scenes are automatically inherited from the global scene list. For more information on managing scenes, refer to Manage scenes in a build.

Note: For platform profiles, Scene List is visible by default.
Scripting DefinesAdd custom scripting defines for your build profile. These custom scripting defines are additive and don't override other scripting defines in your project. For more information, refer to Custom scripting symbols.
Player SettingsCreate custom Player settings for your build profile. The Player settings inherit their initial values from the global Player settings for the build profile's target platform. To access the global Player settings, use the link in the Build Profiles toolbar or navigate to Edit > Project Settings > Player.

Note: For an active build profile, the Player Settings overrides are linked to the Player settings APIs. If you use the Player Settings APIs to modify a Player setting for an active build profile, the change will update the corresponding override value.
Graphics SettingsCreate custom Graphics settings for your build profile. The Graphics settings inherit their initial values from the global settings in Edit > Project Settings > Graphics.
Quality SettingsCreate custom Quality levels for your build profile. The Quality settings inherit their initial values from the global settings in Edit > Project Settings > Quality. For more information, refer to Customize settings with build profiles.
Adaptive Performance SettingsCreate custom Adaptive Performance settings for your build profile. These settings inherit their initial values from the global settings in Edit > Project Settings > Adaptive Performance.

Build options

To build your application, select one of the following options:

Property

Description

Cloud BuildUse Unity Build Automation to build your project in the cloud. When selecting Cloud Build for the first time, a dialog appears prompting you to install the Build Automation package. Connect your Unity project to your Unity Build Automation project using Edit > Project Settings > Services. Once connected, use the Build Automation Settings section in your build profile to configure your cloud build. For more information, refer to Build Automation Overview.

Note: Cloud Build is visible only when using a build profile.
BuildBuild the Player without launching it. The default build is incremental, except for the first build, which is always a full non-incremental clean build. This option runs a build without the StrictMode option enabled.
Clean buildCreate a clean, non-incremental build.
Force skip data buildSkip the content step of the build process. This requires that you have already performed a successful build and that it is compatible with the current scripts in your project. For more information, refer to Create a scripts-only build.
Build and RunBuild the Player and open it on your target platform. This option runs a build with the StrictMode option enabled. Unity will do an incremental build when possible, otherwise it will perform a clean build.
注
The Build and Build and Run settings are visible only for the active profile.

Additional resources