To create a build for Linux, go to File > Build Settings from Unity’s main menu. In the Platform list, select Linux and then click Switch Platform.
When you have configured the Build Settings, choose from the following two options:
The Scenes In Build pane displays a list of the Scenes from your Project that Unity includes in the build. If you can’t see any Scenes in this pane, select Add Open Scenes to add all the currently open Scenes to the build. You can also drag Scene Assets from your Project windowA window that shows the contents of your Assets
folder (Project tab) More info
See in Glossary into this window.
To exclude a Scene in the list from the build, clear the checkbox next to that scene. This removes the Scene from the build, but not from the list. To remove a Scene from the list, select it and press the Delete key on your keyboard.
When you select Build or Build and Run, Unity creates a build that includes all Scenes in the Scenes in Build list. Unity uses the list of Scenes to determine the order that it loads the Scenes in. To adjust the order of the Scenes, drag them up or down the list.
The Platform pane lists all platforms available in your Unity Editor. The list displays the Unity icon next to the name of the platform currently selected as the target platform.
Unity determines the platforms available to you depending on the platform modules you have installed.
To install further platform modules to your Project, do the following:
To change the target platform, select the platform you want to switch to, then select Switch Platforms. This might take some time, because Unity might need to re-import your Assets in formats that match your target platform.
When you select a platform, Unity displays a list of options that you can adjust for the build. Each platform has unique settings that are listed on each platform-specific manual page. Select the Windows, Mac, Linux build target to build standalone applications for most desktop platforms.
Use these settings to configure how Unity builds your application.
Setting | Function | |
---|---|---|
Target platform | Select Linux to build your app for the Linux platform. | |
Development BuildA development build includes debug symbols and enables the Profiler. More info See in Glossary |
Enable this setting to include scripting debug symbols and the ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info See in Glossary 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 switch 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 WebGLA JavaScript API that renders 2D and 3D graphics in a web browser. The Unity WebGL build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. More info See in Glossary. |
|
Wait for Managed Debugger | Enable this setting to be prompted to attach a debugger before Unity executes any script code. | |
CompressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression. See in Glossary Method (Not available on Lumin or WebGL platforms) |
Compress the data in your Project when you build the Player. This includes AssetsAny media or data that can be used in your game or project. An asset may come from a file created outside of Unity, such as a 3D Model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info See in Glossary, ScenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary, Player settings, and GI data. Choose between the following methods: |
|
Default | On Windows, Mac, Linux, and iOS, there is no compression by default. On Android, the default compression is ZIP, which provides better compression results than LZ4HC; however, data is slower to decompress. | |
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. |
The Asset Import Overrides section allows you 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 during development they can be useful to speed up iteration time, especially, if assets such as textures resulting in lower resolution is not of any concern.
Setting | Function | |
---|---|---|
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. However, as this setting might result in lower resolution textures, use it only for development. |
|
Texture Compression | Override the texture compression options set in Texture import settings. This only affects textures imported into one of the compressed texture formats. |
|
Force Fast Compressor | Use a faster yet lower quality texture compression mode for formats where this is applicable (BC7, BC6H, ASTC, ETC, ETC2). Typically, this results in more compression artifacts, but for many formats the compression itself is many times faster (2 to 20 times faster). This setting also disables the Crunch texture compression format on any textures that have it. The effect is the same as if all textures had their Compressor Quality set to Fast setting in their platform’s Texture import settings. |
|
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 project import.
To build your Linux application, select one of the following: