User build settings for the Editor
Additional resources: EditorBuildSettings.
| Description | |
|---|---|
| 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. | 
| Description | |
|---|---|
| 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. | 
| Description | |
|---|---|
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? | 
| name | The name of the object. | 
| Description | |
|---|---|
| GetInstanceID | Gets the instance ID of the object. | 
| ToString | Returns the name of the object. | 
| Description | |
|---|---|
| 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. | 
| Description | |
|---|---|
| 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. |