Build settings configuration helps you choose how and where your game or app will run. It sets up the platform, scenes, and options before making the final build.
Build settings configuration in Unity
using UnityEditor;
// Set build target
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows64);
// Define scenes to include
string[] scenes = {"Assets/Scene1.unity", "Assets/Scene2.unity"};
// Build player
BuildPipeline.BuildPlayer(scenes, "Builds/MyGame.exe", BuildTarget.StandaloneWindows64, BuildOptions.None);You use EditorUserBuildSettings to change the platform you want to build for.
BuildPipeline.BuildPlayer creates the final game with chosen scenes and options.
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android);
string[] scenes = {"Assets/MainScene.unity"};
BuildPipeline.BuildPlayer(scenes, "Builds/MyGame.apk", BuildTarget.Android, BuildOptions.None);BuildPipeline.BuildPlayer(scenes, "Builds/MyGame.exe", BuildTarget.StandaloneWindows64, BuildOptions.Development);This script switches the build target to Windows 64-bit, includes two scenes, and builds the game executable. It then logs a message when done.
using UnityEditor; using UnityEngine; public class BuildScript { public static void BuildWindowsGame() { // Switch to Windows 64-bit build target EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows64); // Scenes to include in build string[] scenes = {"Assets/Scene1.unity", "Assets/Scene2.unity"}; // Build the player BuildPipeline.BuildPlayer(scenes, "Builds/MyGame.exe", BuildTarget.StandaloneWindows64, BuildOptions.None); // Inform user Debug.Log("Build complete: MyGame.exe"); } }
Build scripts run inside the Unity Editor, not in the final game.
Make sure all scenes you want are added to the build scenes list.
Switching build targets can take some time as Unity reimports assets.
Build settings configure where and how your game is built.
You select platform, scenes, and options before building.
Use build scripts to automate building inside Unity Editor.
Practice
Solution
Step 1: Understand Build Settings role
The Build Settings window is where you choose the platform (like Windows, Android) and which scenes to include in the build.Step 2: Differentiate from other windows
Writing scripts, designing UI, and debugging happen in other parts of Unity, not Build Settings.Final Answer:
To select the target platform and scenes for building the game -> Option CQuick Check:
Build Settings = platform + scenes selection [OK]
- Confusing Build Settings with script editor
- Thinking Build Settings is for debugging
- Assuming UI design happens here
Solution
Step 1: Identify how to add scenes in Build Settings
In Unity Editor, you add scenes by dragging them into the Scenes In Build list inside the Build Settings window.Step 2: Eliminate incorrect methods
Writing scene names in Console, adding paths in Player Settings, or scripting references do not add scenes to the build list.Final Answer:
Drag the scene file into the Scenes In Build list in Build Settings -> Option DQuick Check:
Add scenes by dragging into Build Settings list [OK]
- Trying to add scenes via Console or Player Settings
- Assuming scripts add scenes automatically
- Not opening Build Settings before adding scenes
using UnityEditor;
class BuildScript {
static void BuildGame() {
string[] scenes = {"Assets/Scene1.unity", "Assets/Scene2.unity"};
BuildPipeline.BuildPlayer(scenes, "Builds/MyGame.exe", BuildTarget.StandaloneWindows64, BuildOptions.None);
}
}
What will this script do when run inside the Editor?Solution
Step 1: Analyze BuildPipeline.BuildPlayer parameters
The script specifies scenes array with two scenes, output path "Builds/MyGame.exe", target platform StandaloneWindows64, and no special options.Step 2: Understand effect of parameters
This means it builds a Windows 64-bit executable including the two scenes listed.Final Answer:
Build a Windows 64-bit executable including Scene1 and Scene2 -> Option AQuick Check:
BuildPlayer with Windows target = Windows exe build [OK]
- Confusing BuildTarget platform
- Assuming scenes are ignored
- Thinking script causes compile error
using UnityEditor;
class BuildScript {
static void BuildGame() {
string[] scenes = {"Assets/Scene1.unity", "Assets/Scene2.unity"};
BuildPipeline.BuildPlayer(scenes, "Builds/MyGame.exe", BuildTarget.Android, BuildOptions.None);
}
}
But the build fails with an error about invalid output path. What is the likely cause?Solution
Step 1: Check output path for Android build
Android builds require output files with .apk or .aab extensions, not .exe files.Step 2: Identify mismatch causing error
Using "Builds/MyGame.exe" for Android causes invalid path error because .exe is for Windows builds.Final Answer:
The output path "Builds/MyGame.exe" is invalid for Android builds -> Option AQuick Check:
Android build needs .apk or .aab output [OK]
- Using Windows .exe extension for Android builds
- Assuming BuildTarget.Android is unsupported
- Thinking BuildOptions.None disables building
Solution
Step 1: Understand multi-platform build requirements
Each platform requires a separate build call with correct BuildTarget and output file extension.Step 2: Identify correct scripting approach
Calling BuildPipeline.BuildPlayer twice, once for Windows with .exe output, once for Android with .apk output, automates both builds properly.Final Answer:
Use BuildPipeline.BuildPlayer twice with different BuildTarget and matching output paths (.exe for Windows, .apk for Android) -> Option BQuick Check:
Separate calls per platform with correct output = correct build [OK]
- Trying to build multiple platforms in one call
- Using wrong output file extensions
- Changing Player Settings manually instead of scripting
Ready to prove it?
Pass the test and this pattern moves unknown
