User build settings for the Editor
| activeBuildTarget | The currently active build target. |
| activeScriptCompilationDefines | DEFINE directives for the compiler. |
| allowDebugging | Enable source-level debuggers to connect. |
| androidBuildSubtarget | Android platform options. |
| androidCreateSymbolsZip | Set to true to create a symbols.zip file in the same location as the .apk or .aab file. |
| androidETC2Fallback | ETC2 texture decompression fallback on Android devices that don't support ETC2. |
| buildAppBundle | Set to true to build an Android App Bundle (aab file) instead of an apk. The default value is false. |
| buildScriptsOnly | Is build script only enabled. |
| buildWithDeepProfilingSupport | Enables Deep Profiling support in the player. |
| compressFilesInPackage | Compress files in package. |
| compressWithPsArc | Build data compressed with PSArc. |
| connectProfiler | Start the player with a connection to the profiler. |
| development | Enables a development build. |
| enableHeadlessMode | Whether the standalone player is built in headless mode. |
| explicitArrayBoundsChecks | Are array bounds actively validated? |
| explicitDivideByZeroChecks | Are divide by zero's actively validated? |
| explicitNullChecks | Are null references actively validated? |
| exportAsGoogleAndroidProject | Export Android Project for use with Android Studio/Gradle. |
| forceInstallation | Force installation of package, even if error. |
| installInBuildFolder | Place the built player in the build folder. |
| iOSBuildConfigType | Scheme with which the project will be run in Xcode. |
| movePackageToDiscOuterEdge | Places the package on the outer edge of the disk. |
| needSubmissionMaterials | Build submission materials. |
| ps4BuildSubtarget | PS4 Build Subtarget. |
| ps4HardwareTarget | Specifies which version of PS4 hardware to target. |
| selectedBuildTargetGroup | The currently selected build target group. |
| selectedStandaloneTarget | The currently selected target for a standalone build. |
| streamingInstallLaunchRange | When building an Xbox One Streaming Install package (makepkg.exe) The layout generation code in Unity will assign each Scene and associated assets to individual chunks. Unity will mark Scene 0 as being part of the launch range, IE the set of chunks required to launch the game, you may include additional Scenes in this launch range if you desire, this specifies a range of Scenes (starting at 0) to be included in the launch set. |
| symlinkLibraries | Symlink runtime libraries with an iOS Xcode project. |
| waitForManagedDebugger | Instructs the player to wait for managed debugger to attach before executing any script code. |
| waitForPlayerConnection | Sets the Player to wait for player connection on player start. |
| windowsDevicePortalAddress | Specifies the Windows DevicePortal connection address of the device to deploy and launch the UWP app on when using Build and Run. |
| windowsDevicePortalPassword | Specifies the Windows DevicePortal password for the device to deploy and launch the UWP app on when using Build and Run. |
| windowsDevicePortalUsername | Specifies the Windows DevicePortal username for the device to deploy and launch the UWP app on when using Build and Run. |
| wsaBuildAndRunDeployTarget | Sets and gets the Windows device to launch the UWP app when using Build and Run. |
| wsaSubtarget | Sets and gets target device type for the application to run on when building to Windows Store platform. |
| wsaUWPBuildType | The build type for the Universal Windows Platform. |
| wsaUWPSDK | Sets and gets target UWP SDK to build Windows Store application against. |
| wsaUWPVisualStudioVersion | Sets and gets Visual Studio version to build Windows Store application with. |
| xboxBuildSubtarget | Xbox Build subtarget. |
| xboxOneDeployDrive | The currently selected Xbox One Deploy Drive. |
| xboxOneDeployMethod | The currently selected Xbox One Deploy Method. |
| xboxOneRebootIfDeployFailsAndRetry | Sets the XBox to reboot and redeploy when the deployment fails. |
| GetBuildLocation | Get the current location for the build. |
| GetPlatformSettings | Returns value for platform specifc Editor setting. |
| SetBuildLocation | Set a new location for the build. |
| SetPlatformSettings | Set platform specifc Editor setting. |
| SwitchActiveBuildTarget | Select a new build target to be active. |
| SwitchActiveBuildTargetAsync | Select a new build target to be active during the next Editor update. |
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
| name | The name of the object. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the object. |
| Destroy | Removes a GameObject, component or asset. |
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
| FindObjectOfType | Returns the first active loaded object of Type type. |
| FindObjectsOfType | Gets a list of all loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| bool | Does the object exist? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |