Unity - Scripting API: EditorUserBuildSettings

class in UnityEditor

/

Inherits from:Object

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Description

User 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

PropertyDescription
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

MethodDescription
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

MethodDescription
DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

OperatorDescription
boolDoes 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.