ドキュメント

Unity Engine


User Manual

Script Reference

Unity Engine


iOS build settings reference

Reference documentation for iOS build settings.
読み終わるまでの所要時間 2 分最終更新 1ヶ月前

Use the iOS build settings to configure and build your application for iOS devices. The iOS build settings are part of the Build Profiles window.

Property

Description

Run in Xcode
Select the Xcode version to open your project with. You can choose the Latest version or select a specific version from the drop-down list.
If you have a specific Xcode version installed on your machine that doesn't appear in this list, select Other to find the version in the Applications window that appears. If Unity can't find an Xcode installation on your computer, select the Browse button to locate the Xcode installation directory on your computer.
Note: This option is visible only when you run Unity on macOS.
Run in Xcode as
Select whether Xcode runs your Project as a Release or Debug build.
  • Release: Builds an optimized version of your app.
  • Debug: Builds a testing version of your app that contains additional code that helps with debugging.
Symlink Sources
References Unity libraries instead of copying them into the Xcode project. This option reduces the Xcode project size and makes iteration times faster.
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.

Additional resources