UWP build settings reference
Reference documentation for UWP build settings.
読み終わるまでの所要時間 4 分最終更新 1ヶ月前
Use the Universal Windows Platform (UWP) build settings to configure and build your application for UWP platform. The UWP build settings are part of the Build Profiles window.
To build your application for UWP:
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Select File > Build Profiles.
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Select Add Build Profile to open the Platform Browser window. The Platform Browser window presents a list of supported platforms that include desktop, mobile, web, and closed platforms.
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Select UWP from the list of available platforms. If UWP isn't an option, select Install with Unity Hub and follow the installation instructions. Before installing any platform module, refer to the system requirements page.
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Select Add Build Profile.
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Select Switch Profile to set the new build profile as the active profile.
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Click either Build or Build and Run.
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Select the destination for Unity to place the application.If you selected Build and Run, Unity also installs the application on the run device.
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Click Save. This starts the build.
Use these settings to configure how Unity builds your application for UWP platform.
Property | Description |
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Architecture | Select the CPU to build for (only applies to Build And Run).
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Build Type | Select the Visual Studio project or build type to generate.
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Target SDK Version | Select the Windows 10 SDK installed on the local PC to build the application against. This setting is relevant only when calling Windows 10 APIs directly from scripts. Note: Unity requires the base Windows 10 SDK version 10.0.10240.0 or higher for building UWP apps, and doesn’t support Windows 8/8.1 SDKs. |
Minimum Platform Version | Select the minimum Windows 10 release version required to run the app. Note: This setting is only relevant if you’re using Windows features or APIs that aren’t available in the base Windows 10 version (10.0.10240). |
Visual Studio Version | Specify the Visual Studio version if you have multiple versions installed. |
Build and Run on | Select the target device or transport to deploy and launch the app during Build And Run.
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Build Configuration | Select the build configuration (only applies to Build And Run).
Note: These build configurations are the same as those available in the Visual Studio project that Unity generates. |
Copy References | Disable this setting to allow the generated solution to reference Unity files from Unity’s installation folder instead of copying them to the build folder. This can save up to 10 GB of disk space, but you can’t copy the build folder to another PC. Unity also builds your application faster when you disable this setting. |
Copy PDB files | Enable this setting to include Microsoft program database (PDB) files in the built Player. PDB files contain debugging information for your application, but might increase the size of your Player. |
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 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 This property is available only if you enable Development Build. |
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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