To create a build for Windows, go to Build Settings (menu: File > Build Settings). In the Platform list, select Windows, then select Switch Platform.
Use these settings to configure how Unity builds your application.
設定 | 機能 | |
---|---|---|
ターゲットプラットフォーム | Select Windows to build your app for the Windows platform. | |
Architecture | Select the CPU to build for (only applies to Build And Run). | |
Intel 64-bit | Intel/AMD 64-bit CPU architecture. | |
Intel 32-bit | Intel 32-bit CPU architecture. | |
Copy PDB files | Enable this setting to include Microsoft program database (PDB) files in the built Windows Player. PDB files contain debugging information for your application, but might increase the size of your Player. For more information, see Windows debugging. | |
Create Visual Studio Solution | Enable this setting to generate Visual Studio solution files for the project such that you can build the project from Microsoft Visual Studio directly. | |
Development Build | Enable this setting to include scripting debug symbols and the Profiler in your build. When you enable this, Unity sets the DEVELOPMENT_BUILD#define for testing purposes. When you select Development Build, Autoconnect Profiler, Deep Profiling Support, Script Debugging, and Wait for Managed Debugger settings also become available. |
|
Autoconnect Profiler | Enable this setting to automatically connect the Unity Profiler to your build. | |
Deep Profiling Support | Enable this setting to select Deep Profiling in the Profiler. This makes the Profiler instrument every function call in your application and returns more detailed profiling data. When you enable Deep Profiling Support, it might slow down script execution. | |
Script debugging | Enable this setting to allow your script code to be debugged. Not available on WebGL. | |
Wait for Managed Debugger | Enable this setting to be prompted to attach a debugger before Unity executes any script code. | |
Compression Method (Not available on Lumin or WebGL platforms) | Compress the data in your application when you build your application. This includes Assets, Scenes, Player settings, and GI data. Choose from the following methods: | |
デフォルト | Windows、Mac、Linux、iOS は、デフォルトでは圧縮しません。Android では、デフォルトの圧縮は ZIP です。ZIP は LZ4HC よりも優れた圧縮結果になりますが、データの解凍が遅くなります。 | |
LZ4 | A fast compression format that’s useful for development builds. For more information, see BuildOptions.CompressWithLz4. | |
LZ4HC | A high compression variant of LZ4 that’s slower to build but produces better results for release builds. For more information, see BuildOptions.CompressWithLz4HC. |
Use Asset Import Overrides to locally override all texture import settings to speed up import and platform switch time. You must avoid shipping your final build with any import overrides, but you can use this setting during development to speed up iteration time, especially if assets such as low resolution textures are not of any concern.
設定 | 機能 | |
---|---|---|
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 roughly proportional to the amount of pixels it contains; therefore, reducing maximum allowed texture size can speed up the import times. As this setting might result in lower resolution textures, use it only for development purposes. |
|
Texture Compression |
テクスチャインポート設定 で設定されたテクスチャ圧縮オプションをオーバーライドします。 これは、圧縮テクスチャ形式 のいずれかにインポートされたテクスチャにのみ影響します。 |
|
Force Fast Compressor | 適用可能な形式 (BC7、BC6H、ASTC、ETC、ETC2) では、より高速で低品質のテクスチャ圧縮モードを使用します。通常、これにより圧縮アーティファクトが増加しますが、多くの形式では、圧縮自体が何倍も高速になります (2 - 20 倍高速)。 この設定はまた、すべてのテクスチャの クランチ テクスチャ圧縮形式を無効にします。 この効果は、すべてのテクスチャに対して、プラットフォームの テクスチャインポート設定 で Compressor Quality を Fast に設定したのと同様です。 |
|
Force Uncompressed | Don’t compress the textures; use uncompressed formats instead. Note that while this is faster to import because it skips the whole texture compression process, the resulting textures take up more memory, game data size, and can impact rendering performance. Texture import settings. This option has the same effect as all textures that have their Compression set to None in their platforms’ Texture Import settings. |
You can also set Asset import override settings using -overrideMaxTextureSize
and -overrideTextureCompression
Editor Command line arguments to change any initial application import.
To build your application, select from one of the following options:
When you build a Unity title on the Windows platform, Unity produces the following files, where ProjectName
is the name of your application:
ProjectName.exe
- The project executable file, i.e. your project application. This contains the program entry point which calls into the Unity engine when launched.UnityPlayer.dll
- The DLL file that contains all the native Unity engine code. It’s signed with the Unity Technologies certificate, which lets you verify that no malicious entities have tampered with your engine.*.pdb files
- Symbol files for debugging. Unity copies these to the build directory if you enable Copy PDB files in the Build Settings window.WinPixEventRuntime.dll
- This DLL enables Introducing PIX on Windows (beta) support. Unity only creates this file if you enable the Development Build option in the Build Settings window.ProjectName_Data folder
- This folder contains all the data needed to run your application.The path to the source code for ProjectName.exe
is in the WindowsPlayer
folder: Editor\Data\PlaybackEngines\WindowsStandaloneSupport\Source\WindowsPlayer
.
To modify your application, or ship the code which you built yourself (if you want to sign it, for example), you must rebuild it and place it in your built game directory.
To build your application outside of Unity, you need Visual Studio 2019 or 2022 with Desktop development with C++ workload installed.
Windows スタンドアロンプレイヤービルドバイナリ―[2017.2] で変更(https://docs.unity.cn/2017.2/Documentation/Manual/30_search.html?q=newin20172) NewIn20172
2018.1でスタンドアロンプレイヤーの Windows XP サポートを停止