Performance: Mobile build (Android/iOS)
This affects app startup time, runtime performance, and battery usage on mobile devices.
PlayerSettings.stripEngineCode = true;
BuildOptions options = BuildOptions.None;
BuildPipeline.BuildPlayer(scenes, buildPath, BuildTarget.Android, options);PlayerSettings.stripEngineCode = false;
BuildOptions options = BuildOptions.None;
BuildPipeline.BuildPlayer(scenes, buildPath, BuildTarget.Android, options);| Pattern | Build Size Impact | Startup Time | Runtime Performance | Verdict |
|---|---|---|---|---|
| No code stripping | Adds 10-20MB | Slower by 1-2s | Normal | [X] Bad |
| Code stripping enabled | Saves 10-20MB | Faster startup | Normal | [OK] Good |
| Uncompressed textures | No size change | Normal | High memory use, frame drops | [X] Bad |
| Compressed textures | Smaller size | Normal | Lower memory, smoother frames | [OK] Good |
| Mono scripting backend | Larger by 5-10MB | Normal | Slower runtime | [X] Bad |
| IL2CPP scripting backend | Smaller by 5-10MB | Normal | Faster runtime | [OK] Good |
BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
buildPlayerOptions.scenes = new[] {"Assets/Scenes/Main.unity"};
buildPlayerOptions.locationPathName = "Builds/Android/MyGame.apk";
buildPlayerOptions.target = BuildTarget.Android;
BuildPipeline.BuildPlayer(buildPlayerOptions);
What will this code do when run inside the Unity Editor?Pass the test and this pattern moves unknown