class in UnityEditor
/
Inherits from:Object
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Close Your name Your email Suggestion* DescriptionUser build settings for the Editor
EditorUserBuildSettings tracks the build configuration for Player or AssetBundles builds. For example, the active build target is used to determine which platform the Player is built for.
This class is used to store build-related settings that are local to the project, as installed on a specific device. For example, EditorUserBuildSettings.activeBuildTarget is a setting that could have different values for different people who are using the same Unity project and simultaneously building the Player for different devices.
EditorUserBuildSettings is stored in Library/EditorUserBuildSettings.asset
, a location which is not intended for inclusion in version control. Some of these settings can be overridden by the active BuildProfile, see Override settings with build profiles for details.
When writing a custom build script it is possible to retrieve the current settings using this class, or to provide different settings, see BuildPlayerOptions and BuildAssetBundlesParameters.
The related class EditorBuildSettings exposes build-related settings that are suitable to be backed up and shared through version control.
Inherited Members Properties Property Description hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods Method Description GetInstanceID Gets the instance ID of the object. ToString Returns the name of the object. Static Methods Method Description Destroy Removes a GameObject, component or asset. DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead. DontDestroyOnLoad Do not destroy the target Object when loading a new Scene. FindAnyObjectByType Retrieves any active loaded object of Type type. FindFirstObjectByType Retrieves the first active loaded object of Type type. FindObjectsByType Retrieves a list of all loaded objects of Type type. Instantiate Clones the object original and returns the clone. InstantiateAsync Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. Operators Operator Description bool Does the object exist? operator != Compares if two objects refer to a different object. operator == Compares two object references to see if they refer to the same object.RetroSearch is an open source project built by @garambo | Open a GitHub Issue
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