Performance: Build settings configuration
Build settings configuration affects the final app size, load time, and runtime performance by controlling which assets and code are included and how they are optimized.
PlayerSettings.stripEngineCode = true;
BuildPipeline.BuildPlayer(scenes, buildPath, BuildTarget.StandaloneWindows64, BuildOptions.None);PlayerSettings.stripEngineCode = false;
BuildPipeline.BuildPlayer(scenes, buildPath, BuildTarget.StandaloneWindows64, BuildOptions.None);| Pattern | Build Size Impact | Load Time Impact | Runtime Memory | Verdict |
|---|---|---|---|---|
| No code stripping, all assets included | High (large build) | Slow (long load) | High | [X] Bad |
| Code stripping enabled, unused assets excluded | Low (smaller build) | Fast (short load) | Lower | [OK] Good |
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?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?Pass the test and this pattern moves unknown