📖 Scenario: You are creating a simple Unity project where you need to configure the build settings to include specific scenes and set the target platform.
🎯 Goal: Learn how to programmatically set up Unity build settings by adding scenes and selecting the build target platform.
📋 What You'll Learn
Create a list of scenes to include in the build
Set the target build platform to Windows
Use UnityEditor.BuildPipeline to apply the build settings
Print the list of scenes included in the build
💡 Why This Matters
🌍 Real World
Setting up build configurations is essential when preparing a Unity project for release on different platforms.
💼 Career
Game developers and Unity engineers often automate build settings to streamline deployment and testing.
Progress0 / 4 steps
1
Create a list of scenes for the build
Create a string[] variable called scenes with these exact values: "Assets/Scenes/Main.unity" and "Assets/Scenes/Level1.unity".
Unity
Hint
Use a string array with the exact scene paths inside curly braces.
2
Set the build target platform
Create a variable called buildTarget of type BuildTarget and set it to BuildTarget.StandaloneWindows64.
Unity
Hint
Use the BuildTarget enum to specify the Windows 64-bit platform.
3
Apply the build settings with scenes and target
Use BuildPlayerOptions to create a variable called buildPlayerOptions. Set its scenes property to the scenes array and its target property to buildTarget.
Unity
Hint
Create a new BuildPlayerOptions object and assign the scenes and target properties.
4
Print the scenes included in the build
Use a foreach loop with variable scene to iterate over buildPlayerOptions.scenes and print each scene path using Debug.Log(scene).
Unity
Hint
Use a foreach loop to print each scene path with Debug.Log.
Practice
(1/5)
1. What is the main purpose of Unity's Build Settings window?
easy
A. To debug runtime errors in the game
B. To write game scripts and logic
C. To select the target platform and scenes for building the game
D. To design game UI elements
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 C
Quick Check:
Build Settings = platform + scenes selection [OK]
Hint: Build Settings = choose platform and scenes before building [OK]
Common Mistakes:
Confusing Build Settings with script editor
Thinking Build Settings is for debugging
Assuming UI design happens here
2. Which of the following is the correct way to add a scene to the Build Settings scenes list in Unity Editor?
easy
A. Add the scene path in the Player Settings
B. Write the scene name in the Console window
C. Create a new script and reference the scene
D. Drag the scene file into the Scenes In Build list in Build Settings
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 D
Quick Check:
Add scenes by dragging into Build Settings list [OK]
Hint: Drag scenes into Build Settings list to include them [OK]
Common Mistakes:
Trying to add scenes via Console or Player Settings
Assuming scripts add scenes automatically
Not opening Build Settings before adding scenes
3. Given this C# build script snippet in Unity Editor:
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?
medium
A. Build a Windows 64-bit executable including Scene1 and Scene2
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 A
Quick Check:
BuildPlayer with Windows target = Windows exe build [OK]
Hint: Check BuildTarget and output path to identify build platform [OK]
Common Mistakes:
Confusing BuildTarget platform
Assuming scenes are ignored
Thinking script causes compile error
4. You wrote this build script in Unity 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?
medium
A. The output path "Builds/MyGame.exe" is invalid for Android builds
B. The scenes array is empty
C. BuildTarget.Android is not supported in Unity
D. BuildOptions.None disables building
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 A
Quick Check:
Android build needs .apk or .aab output [OK]
Hint: Match output file extension to platform (e.g., .apk for Android) [OK]
Common Mistakes:
Using Windows .exe extension for Android builds
Assuming BuildTarget.Android is unsupported
Thinking BuildOptions.None disables building
5. You want to automate building your Unity game for both Windows and Android platforms using a single script. Which approach correctly handles setting the build target and output path for each platform inside the script?
hard
A. Use one BuildPipeline.BuildPlayer call with BuildTarget.StandaloneWindows64 and output .exe for both platforms
B. Use BuildPipeline.BuildPlayer twice with different BuildTarget and matching output paths (.exe for Windows, .apk for Android)
C. Use BuildPipeline.BuildPlayer with BuildTarget.Android and output .exe file
D. Change Player Settings manually before running the script