Use these settings to configure how Unity builds your application for Windows platform. You can update your Windows Build Settings from the Build Profiles window.
Property | Description | |
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Architecture | Select the CPU to build for (only applies to Build And Run). | |
Intel 64-bit | Use Intel/AMD 64-bit CPU architecture. | |
Intel 32-bit | Use 32-bit Intel CPU architecture. | |
ARM 64-bit | Use 64-bit ARM CPU architecture. | |
Build and Run on | Select the target device or transport to deploy and launch the app during Build And Run. | |
Local Machine | Deploys and launches the app on the local PC. | |
Remote Device (via Device Portal) | Deploys and launches the app to a connected device over the Device Portal transport. | |
Copy PDB files | Enable this setting to include Microsoft program database (PDB) files in the built Player. PDB files contain debugging information for your application, but might increase the size of your Player. | |
Create Visual Studio Solution | Enable this setting to generate Visual Studio Solution files for your Project, so you can build your final executable in Visual Studio. | |
Development Build | Include scripting debug symbols and the ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info See in Glossary 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 symbol. Your build then includes preprocessor directives that set DEVELOPMENT_BUILD as a condition.For more information, refer to Platform dependent compilation. |
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Autoconnect Profiler | Automatically connect the Unity Profiler to your build. For more information, refer to Profiler. Note: This option is available only if you select Development Build. |
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Deep Profiling | Allow the Profiler to process all your script code and record every function call, returning detailed profiling data. For more information, refer to Deep Profiling.
This property is available only if you enable Development Build. Note: Enabling Deep Profiling might slow down script execution. |
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Script Debugging | Attach script debuggers to the Player remotely. This property is available only if you enable Development Build. |
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Wait for Managed Debugger | Make the Player wait for a debugger to be attached before it executes any script code. This property is visible only if you enable Script Debugging. |
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Compression Method | Specifies the method Unity uses to compress the data in your Project when it builds 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 Windows, Mac, Linux Standalone, and iOS, there is no default compression. On Android, the default compression is ZIP, which gives slightly better compression results than LZ4HC. However, ZIP data is slower to decompress. |
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LZ4 | A fast compression format that is useful for development builds. For more information, refer to BuildOptions.CompressWithLz4. | |
LZ4HC | A high compression variant of LZ4 that is slower to build but produces better results for release builds. For more information, refer to BuildOptions.CompressWithLz4HC. |
When you build a Unity title on the Windows platform, Unity produces the following files, where ProjectName
is the name of your application:
ProjectName.exe
- The project executable file, that’s your project application. This contains the program entry point which calls into the Unity engine when launched. The path to the source code for ProjectName.exe
is in the WindowsPlayer
folder: Editor\Data\PlaybackEngines\WindowsStandaloneSupport\Source\WindowsPlayer
.UnityPlayer.dll
- The DLL file that contains all the native Unity engine code. It’s signed with the Unity Technologies certificate, which lets you verify that no malicious entities have tampered with your engine.*.pdb files
- Symbol files for debugging. Unity copies these to the build directory if you enable Copy PDB files in the Build Settings window.WinPixEventRuntime.dll
- This DLL enables Introducing PIX on Windows (beta) support. Unity only creates this file if you enable the Development BuildA development build includes debug symbols and enables the Profiler. More infoProjectName_Data folder
- This folder contains all the data needed to run your application.To modify your application, or ship the code which you built yourself (if you want to sign it, for example), you must rebuild it and place it in your built game directory.
To build your application outside of Unity, you need Visual Studio 2019 or 2022 with Desktop development with C++ workload installed.