기술 자료

Unity Engine


User Manual

Script Reference

Unity Engine


QNX build settings reference

Reference documentation for QNX Build Profiles.
읽는 시간 2분최근 업데이트: 한 달 전

Use the QNX build settings to configure and build your application for the QNX platform. You can access the QNX build settings from the Build Profiles window.

Property

Description

QNX Version
Unity detects the target OS version for QNX from the QNX environment. For example, Neutrino RTOS 7.1 or Neutrino RTOS 8.0.
Architecture
Choose the CPU architecture to build for the QNX platform:
  • x64: 64-bit CPU
  • arm64: 64-bit ARM CPU
Network Stack
Set the network stack for building the QNX 7.1 Player. The options are:
  • io-pkt: Builds against the io-pkt network stack.
  • io-sock: Builds against the
    io-sock
    network stack. Requires a QNX 7.1 SDK that provides the
    io-sock
    headers to build, and a target device that provides the
    io-sock
    socket library to run.
For the socket libraries that each network stack depends on, refer to Set up your QNX environment. Unity supports this property only when QNX Version is Neutrino RTOS 7.1, because Neutrino RTOS 8.0 supports only
io-sock
.
Remote Device
Deploy and launch the app to a connected device on a remote device based on the connection and authentication information you provide.
  • Address (required): The address of the remote device. You can also specify a port by adding a colon after the address (for example, 10.110.91.3:2121).
  • Username (optional): The user name on the remote device.
  • Exports: Specify the additional exports, if they're required to launch the device remotely. Multiple environment variables are separated by a space. For example,
    ENV_VAR1=1 ENV_VAR2=2
    .
  • Install Path: The installation path for the application. If not set, the default value
    ~tmp/unity/test
    will be used.
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