User build settings for the Editor
Additional resources: EditorBuildSettings.
activeBuildTarget | The currently active build target. |
activeScriptCompilationDefines | DEFINE directives for the compiler. |
allowDebugging | Enable source-level debuggers to connect. |
androidBuildSubtarget | Android platform options. |
androidCreateSymbols | Specifies the type of symbol package to create. |
androidETC2Fallback | ETC2 texture decompression fallback on Android devices that don't support ETC2. |
autoPauseRenderService | Enable or disable auto pause service. |
buildAppBundle | Set to true to build an Android App Bundle (aab file) instead of an apk. The default value is false. |
buildArchitecture | The build Architecture value. |
buildScriptsOnly | Is build script only enabled. |
buildWithDeepProfilingSupport | Enables Deep Profiling support in the player. |
clientPackageName | Set up the Client Pakcage Name. |
compressFilesInPackage | Compress files in package. |
connectProfiler | Start the player with a connection to the profiler. |
development | Enables a development build. |
deviceConnectMethod | Specify connect method to connect to remote device. |
deviceConnectString | Connect string to remote device. |
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. |
exportAsOpenHarmonyProject | Export OpenHarmony Project for use with DevEco Studio. |
forceInstallation | Force installation of package, even if error. |
installInBuildFolder | Place the built player in the build folder. |
iOSXcodeBuildConfig | The scheme Xcode uses to run this project. |
macOSXcodeBuildConfig | The scheme Xcode uses to run this project. |
managedDebuggerFixedPort | Force the port used by the managed debugger. Default is 0 which means platform-specific auto-selection of a port. |
movePackageToDiscOuterEdge | Places the package on the outer edge of the disk. |
needSubmissionMaterials | Build submission materials. |
openHarmonyBuildSubtarget | OpenHarmony platform options. |
openHarmonyCreateSymbols | Specifies the type of symbol package to create. |
openHarmonyETC2Fallback | ETC2 texture decompression fallback on OpenHarmony devices that don't support ETC2. |
overrideMaxTextureSize | The override for the maximum texture size when importing assets. |
overrideTextureCompression | The asset importing override of texture compression. |
ps4BuildSubtarget | PS4 Build Subtarget. |
ps4HardwareTarget | Specifies which version of PS4 hardware to target. |
qnxEglDriverPath | EGL Driver Path For QNX Runtime. |
qnxEnableSlogger | If this toggle is checked, Unity will print log into QNX Slogger2. |
qnxGlDriverPath | GL Driver Path For QNX Runtime. |
remoteDevicePassword | Password For remote QNX device. |
renderAsServiceMode | Specifies what mode the RenderAsService is currently in. |
selectedBuildTargetGroup | The currently selected build target group. |
selectedStandaloneTarget | The currently selected target for a standalone build. |
servicePackageName | Set up the Service Pakcage Name. this name is use for the TuanjieView to launch the Service App. |
standaloneBuildSubtarget | Desktop standalone build subtarget. |
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. |
symlinkSources | Symlink sources when generating the 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. |
webGLBuildSubtarget | WebGL Build subtarget. |
webGLShowVConsole | WebGL whether show VConsole. |
weixinMiniGameBuildSubtarget | WeixinMiniGame Build subtarget. |
weixinMiniGameFrameDebuggerBuild | WeixinMiniGame whether enable FrameDebugger in release build. |
weixinMiniGameGenerateWasmAnalysisReport | WeixinMiniGame whether generate wasm analysis report. |
weixinMiniGameShowVConsole | WeixinMiniGame whether show VConsole. |
weixinMiniGameWasmInlineParam | WeixinMiniGame The maximum line limit for inline optimization when a function is called only once. |
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. |
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. |
SetBuildLocation | Set a new location for the build. |
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 | Gets 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. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
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. |