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:
Note: If the Build button isn’t visible and Build And Run is unavailable, select Switch Platform.
Use these settings to configure how Unity builds your application.
Setting | Function | |
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Target platform | Select your desired build platform. | |
Architecture | 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 BuildA development build includes debug symbols and enables the Profiler. More info See in Glossary |
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). |
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Autoconnect Profiler | Automatically connect the Unity Profiler to your build. Note: This option is only available if you selected Development Build. |
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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. |
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Script Debugging | Enable debugging for the application’s script code. Note: This option is only available if you selected Development Build. |
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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. |
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Compression Method | 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 settingsSettings that let you set various player-specific options for the final game built by Unity. More info See in Glossary, and GI data. |
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Default | On PC, Mac, Linux Standalone, and iOS, there is no default 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. |
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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. |
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.
Setting | Function | |
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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. |
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Texture Compression | Override the texture compression options set in Texture import settings. This only affects textures imported into one of the compressed texture formats. |
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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. |
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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
command line arguments to change any initial application import.