To build your Unity application on the Linux platform, use the following steps:
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*_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 infoProjectName_BackUpThisFolder_ButDontShipItWithYourGame
folder: This folder contains intermediate files generated during IL2CPP builds that are useful for debugging rather than distribution.