Version: 2022.3
언어: 한국어
Build a macOS application
Code sign and notarize your macOS application

macOS build settings

Use the macOS build settings to configure and build your application for macOS.

The macOS build settings are part of the Build Settings window. To view the settings:

  1. File > Build Settings를 선택합니다.
  2. From the list of platforms in the Platform panel, choose Windows, Mac, Linux.
  3. In the Target Platform list, choose macOS

Note: If the Build button isn’t visible and Build And Run is unavailable, select Switch Platform.

이 설정을 사용하여 Unity가 애플리케이션을 빌드하는 방식을 설정할 수 있습니다.

설정 기능
타겟 플랫폼 Select your desired build platform.
아키텍처 Select the CPU to build for (only applies to Build And Run).
Intel 64-bit Use Intel/AMD 64-bit CPU architecture.
Apple Silicon Use Apple’s Silicon Architecture.
Intel 64-bit + Apple Silicon Use both architectures.
Create Xcode Project Create an Xcode project when building your Unity project.
Run in Xcode as Select whether Xcode runs your Project as a Release or Debug build.
Release Build an optimized version of your app.
Debug Build a testing version of your app that has additional code that helps with debugging.
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. Your build then includes preprocessor directives that set DEVELOPMENT_BUILD as a condition (refer to Platform-dependent compilations).
Autoconnect Profiler Automatically connect the Unity Profiler to your build.

Note: This option is only available if you selected Development Build.
Deep Profiling Support Enable Deep Profiling in the Profiler. This makes the Profiler instrument every function call in your application so it returns more detailed profiling data. This option might slow down script execution.

Note: This option is only available if you selected Development Build.
Script Debugging Enable debugging for the application’s script code.

Note: This option is only available if you selected Development Build.
Wait for Managed Debugger Indicates whether the application waits for a debugger to attach before it runs any script code.

Note: This option is only available if you selected Script Debugging.
Compression Method Compress the data in your Project when you build the Player. This includes Assets, Scenes, Player settings, and GI data.
Default On PC, Mac, Linux Standalone, and iOS, there is no default compression.
LZ4 A fast compression format that’s useful for development builds. For more information, refer to BuildOptions.CompressWithLz4.
LZ4HC A high compression variant of LZ4 that’s slower to build but produces better results for release builds. For more information, refer to BuildOptions.CompressWithLz4HC.

Asset import overrides

Use Asset Import Overrides to locally override all texture import settings to speed up import and platform switching time. Avoid shipping your final build with any import overrides. Use this setting during development to speed up iteration time if assets such as low resolution textures aren’t of any concern.

설정 기능
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 amount of pixels it has; 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 텍스처 임포트 설정의 텍스처 압축 옵션 설정을 오버라이드합니다.

이는 압축 텍스처 포맷 중 하나로 임포트한 텍스처에만 영향을 미칩니다.
Force Fast Compressor 적용 가능한 형식(BC7, BC6H, ASTC, ETC, ETC2)을 위해 더 빠르지만 품질은 낮은 텍스처 압축 모드를 사용합니다. 일반적으로 이렇게 하면 더 많은 압축 아티팩트가 생성되지만 더 많은 포맷을 위해 압축 자체는 빠릅니다(2–20배 더 빠름).

이 설정은 또한 Crunch 텍스처 압축 포맷을 가진 모든 텍스처에서 비활성화됩니다.

효과는 모든 텍스처의 Compressor Quality가 해당 플랫폼의 텍스처 임포트 설정에서 Fast로 설정된 것과 같습니다.
Force Uncompressed 텍스처를 압축하지 마십시오. 대신 압축되지 않은 포맷을 사용합니다. 이렇게 하면 전체 텍스처 압축 프로세스를 건너뛰기 때문에 임포트를 더 빨리 할 수 있지만 결과 텍스처가 메모리와 게임 데이터 크기를 더 많이 차지하며 렌더링 성능에 영향을 줄 수 있습니다. 텍스처 임포트 설정.

이 옵션은 모든 텍스처의 Compression이 해당 플랫폼의 텍스처 임포트 설정에서 None으로 설정된 것과 효과가 같습니다.

You can also set Asset import override settings using -overrideMaxTextureSize and -overrideTextureCompression command line arguments to change any initial application import.

Build a macOS application
Code sign and notarize your macOS application
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