Version: Unity 6.1 Alpha (6000.1)
Language : English
Linux build settings reference
Troubleshooting the Linux Editor issues

Build a Linux application

To build your Unity application on the Linux platform, use the following steps:

  1. Open the Build Profiles window from File > Build Profiles.
  2. Select Add Build Profile to open the Platform Browser window.
  3. Select Linux from the list of available platforms and set the required build settings. If Linux isn’t an option, select Install with Unity Hub and follow the installation instructions. For information on how to install modules, refer to Add modules.
  4. Select Switch Profile to set the new build profile as the active profile.
  5. Select Build or Build And Run. For more information on these options, refer to Build your application.
  6. In the Linux file chooser window, select the destination for Unity to place the build.
  7. In the Name field, enter an appropriate name for the build.
  8. Select Save. This starts the build process.

Linux Player build binaries

When you build a Unity application on the Linux platform, Unity produces the following files, where ProjectName is the name of your application:

  • ProjectName.x86_64: This is the project executable file for your application. It contains the program entry point that initiates the Unity engine when launched.
  • UnityPlayer.so: This .so file contains all the native Unity engine code. It’s signed with the Unity Technologies certificate allowing you to verify that no malicious entities have tampered with your engine code.
  • *.pdb files: These are symbol files you can use to debug managed (C#) code. Unity copies these files to the build directory if you enable Development BuildA development build includes debug symbols and enables the Profiler. More info
    See in Glossary
    in the Platform Settings section of the Build ProfilesA set of customizable configuration settings to use when creating a build for your target platform. More info
    See in Glossary
    window.
  • *_s.debug files: These are symbol files you can use to debug native (C/C++) code. Unity copies these files to the build directory if you enable Development Build in the Platform Settings section of the Build Profiles window.
  • ProjectName_Data folder: This folder contains all the data needed to run your application.
  • libdecor-0.so.0: This .so file is a Linux shared library used by Wayland clients to manage client-side window decorations. It ensures consistent window behavior and appearance across various compositors.
  • libdecor-cairo.so: This .so file is a Linux shared library that integrates Cairo graphics with libdecor. It renders client-side decorations in Wayland to enhance visual consistency and performance.

If you’re using the IL2CPPA Unity-developed scripting back-end which you can use as an alternative to Mono when building projects for some platforms. More info
See in Glossary
scripting backendA framework that powers scripting in Unity. Unity supports three different scripting backends depending on target platform: Mono, .NET and IL2CPP. Universal Windows Platform, however, supports only two: .NET and IL2CPP. More info
See in Glossary
, your application Player build also includes the following file and folder:

  • GameAssembly.so: This .so file contains all managed (C#) game logic and scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
    See in Glossary
    converted into native code (C/C++) for enhanced performance.
  • ProjectName_BackUpThisFolder_ButDontShipItWithYourGame folder: This folder contains intermediate files generated during IL2CPP builds that are useful for debugging rather than distribution.

Additional resources

Linux build settings reference
Troubleshooting the Linux Editor issues