Making a PC/Mac standalone build lets you create a program that runs on Windows or Mac without needing Unity. It turns your game or app into a file people can open easily.
PC/Mac standalone build in Unity
1. Open Unity Editor. 2. Go to File > Build Settings. 3. Select PC, Mac & Linux Standalone as the platform. 4. Choose target OS (Windows or Mac). 5. Click Build and choose a folder to save your app. 6. Wait for Unity to create the standalone build.
You can switch between Windows and Mac targets inside Build Settings.
Make sure your scenes are added to the build before building.
File > Build Settings > Select PC, Mac & Linux Standalone > Target: Windows > Build
File > Build Settings > Select PC, Mac & Linux Standalone > Target: Mac OS X > Build
This script prints a message to the console when you run your standalone build. It helps confirm your build works.
// This is a simple Unity script to show a message when the game starts using UnityEngine; public class HelloWorld : MonoBehaviour { void Start() { Debug.Log("Hello from standalone build!"); } }
Always test your standalone build on the target computer to check performance and bugs.
Standalone builds can be large; use compression or remove unused assets to reduce size.
Remember to add all scenes you want in the build in the Build Settings window.
Standalone builds let you share your Unity game as a simple app for PC or Mac.
Use Build Settings to pick the platform and create the build.
Test your build to make sure it runs well outside Unity.
Practice
Solution
Step 1: Understand what a standalone build is
A standalone build is a version of your game that runs independently from the Unity editor.Step 2: Identify the purpose of the build
This build lets players run the game as a normal app on PC or Mac without needing Unity.Final Answer:
To create a separate app that can run outside the Unity editor -> Option AQuick Check:
Standalone build = separate app outside Unity [OK]
- Confusing builds with editing scripts
- Thinking builds only test performance inside Unity
- Believing builds upload games to Asset Store
Solution
Step 1: Recall where build options are located
Unity places build options under the File menu in the Build Settings window.Step 2: Confirm the correct menu path
File > Build Settings is the correct path to select platform and build the game.Final Answer:
File > Build Settings -> Option AQuick Check:
Build Settings menu = File > Build Settings [OK]
- Choosing Edit > Preferences which is for editor settings
- Selecting Window > Package Manager which manages packages
- Using Assets > Import Package which imports assets
void Start() {
Debug.Log("Game started");
}Solution
Step 1: Understand Debug.Log behavior in builds
Debug.Log messages appear in the Unity editor console but are not shown in the standalone build by default.Step 2: Confirm what happens when running the build
The standalone build runs the Start() method, but its console output is not visible to the user.Final Answer:
The message "Game started" will appear in the Unity editor console only -> Option BQuick Check:
Debug.Log visible in editor console, not in build [OK]
- Thinking Debug.Log messages appear in standalone build window
- Believing Debug.Log causes crashes in builds
- Assuming Start() is not called in builds
Solution
Step 1: Identify common build issues
If no scenes are added to the Build Settings, the build has no content to show, resulting in a black screen.Step 2: Eliminate other options
Not saving project does not cause black screen; computer support for editor is unrelated; Debug.Log does not cause black screen.Final Answer:
You forgot to add scenes to the Build Settings Scenes In Build list -> Option CQuick Check:
Missing scenes in build = black screen [OK]
- Assuming saving project fixes black screen
- Thinking computer must run Unity editor to run build
- Blaming Debug.Log for black screen
Solution
Step 1: Understand how to set resolution and fullscreen
Screen.SetResolution(width, height, fullscreen) sets resolution and fullscreen mode at runtime.Step 2: Choose the correct method and parameters
void Start() { Screen.SetResolution(1920, 1080, true); } sets 1920x1080 resolution and enables fullscreen in Start(), which runs once at game start.Step 3: Eliminate incorrect options
void Start() { Application.fullScreen = false; Screen.SetResolution(1920, 1080, false); } disables fullscreen; void Awake() { Screen.fullScreenMode = FullScreenMode.Windowed; } sets windowed mode; void Update() { Screen.SetResolution(1920, 1080, false); } sets resolution every frame, which is inefficient.Final Answer:
void Start() { Screen.SetResolution(1920, 1080, true); } -> Option DQuick Check:
SetResolution with fullscreen true in Start() [OK]
- Setting fullscreen false by mistake
- Changing resolution every frame in Update()
- Using wrong fullscreen mode property
Ready to prove it?
Pass the test and this pattern moves unknown
