User build settings for the Editor
Additional resources: EditorBuildSettings.
activeBuildTarget | The currently active build target. |
activeScriptCompilationDefines | DEFINE directives for the compiler. |
allowDebugging | Enable source-level debuggers to connect. |
androidBuildSubtarget | Android platform options. |
buildAppBundle | Set to true to build an Android App Bundle (aab file) instead of an apk. The default value is false. |
buildScriptsOnly | Is build script only enabled. |
buildWithDeepProfilingSupport | Enables Deep Profiling support in the Player. |
compressFilesInPackage | Compress files in package. |
connectProfiler | Start the player with a connection to the profiler. |
development | Enables a development build. |
explicitArrayBoundsChecks | Are array bounds actively validated? |
explicitDivideByZeroChecks | Are divide by zero's actively validated? |
explicitNullChecks | Are null references actively validated? |
exportAsGoogleAndroidProject | Export Android Project for use with Android Studio/Gradle. |
forceInstallation | Force installation of package, even if error. |
installInBuildFolder | Place the built player in the build folder. |
iOSXcodeBuildConfig | The scheme Xcode uses to run this project. |
macOSXcodeBuildConfig | The scheme Xcode uses to run this project. |
managedDebuggerFixedPort | Force the port used by the managed debugger. Default is 0 which means platform-specific auto-selection of a port. |
movePackageToDiscOuterEdge | Places the package on the outer edge of the disk. |
needSubmissionMaterials | Build submission materials. |
overrideMaxTextureSize | The override for the maximum texture size when importing assets. |
overrideTextureCompression | The asset importing override of texture compression. |
selectedBuildTargetGroup | The currently selected build target group. |
selectedStandaloneTarget | The currently selected target for a standalone build. |
standaloneBuildSubtarget | Desktop standalone build subtarget. |
symlinkSources | Symlink sources when generating the project. |
waitForManagedDebugger | Instructs the player to wait for managed debugger to attach before executing any script code. |
waitForPlayerConnection | Sets the Player to wait for player connection on player start. |
webGLBuildSubtarget | WebGL Build subtarget. |
webGLClientBrowserPath | The path to the executable of the browser in which to load the web application. |
webGLClientBrowserType | Defines the client browser type in which to load the web application. |
windowsBuildAndRunDeployTarget | Sets and gets the Windows device to launch the Windows app when using Build and Run. |
windowsDevicePortalAddress | Specifies the Windows DevicePortal connection address of the device to deploy and launch the UWP app on when using Build and Run. |
windowsDevicePortalPassword | Specifies the Windows DevicePortal password for the device to deploy and launch the UWP app on when using Build and Run. |
windowsDevicePortalUsername | Specifies the Windows DevicePortal username for the device to deploy and launch the UWP app on when using Build and Run. |
wsaBuildAndRunDeployTarget | Sets and gets the Windows device to launch the UWP app when using Build and Run. |
wsaUWPBuildType | The build type for the Universal Windows Platform. |
wsaUWPSDK | Sets and gets target UWP SDK to build Windows Store application against. |
wsaUWPVisualStudioVersion | Sets and gets Visual Studio version to build Windows Store application with. |
GetBuildLocation | Returns the location used for the last saved build. |
SetBuildLocation | Set a new location for the build. |
SwitchActiveBuildTarget | Select a new build target to be active. |
SwitchActiveBuildTargetAsync | Select a new build target to be active during the next Editor update. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |