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Unity Engine

Build Profiles window reference

Reference documentation for the Build Profiles window.
읽는 시간 5분최근 업데이트: 9일 전

The following sections provide an overview of the Build Profiles window and its settings. Access the Build Profiles window in the Unity Editor from File > Build Profiles.

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.
참고
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.

Build options

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

Property

Description

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.
참고
The Build and Build and Run settings are visible only for the active profile.

Build Data

참고
The Build Data section is visible only when using a build profile.

Setting

Description

Override Global Scene ListSelect Override Global Scene List to create a custom scene list for your build profile. When selecting Override Global Scene List, scenes are automatically inherited from the global scene list.
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.

Platform settings

Each platform has specific build settings. For more information, refer to the following platform-specific documentation:
참고
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.
참고
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
Include scripting debug symbols and the Profiler in your build. Use this setting when you want to test your application. When you select this option, Unity sets the
DEVELOPMENT_BUILD
scripting define symbol. Your build then includes preprocessor directives that set
DEVELOPMENT_BUILD
as a condition.
For more information, refer to Platform dependent compilation.
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
Attach script debuggers to the Player remotely.
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.

Player Settings Overrides

참고
The Player Settings Overrides section is visible only when using a build profile.

Property

Description

Customize player settingsCreate custom Player settings for your build profile. For more information, refer to Override settings with build profiles.

Note: A link to the global Player settings is available in the Build Profiles toolbar.

Additional resources