Build from the Editor
↑How it works and why
Section titled “How it works and why”For a manual build, open File > Build Profiles, select or create the target profile, set included scenes, and check Player Settings. Build to an output folder that belongs to the target platform. Always launch the built player rather than assuming success from the absence of compiler errors.
A build may fail because of missing platform support, compilation errors, unsupported API calls, stale asset imports or a wrong scene list. Record the Unity editor version, profile and target with each tested build.
Windows 10, Windows 11 and Linux
Section titled “Windows 10, Windows 11 and Linux”The Build Profiles workflow applies to all three hosts when your Editor version supports them. For Windows 10/11, choose Windows x64 and build Game.exe into Builds/Windows/; launch it from Explorer or PowerShell. For Linux, choose Linux x64 and build Game.x86_64 into Builds/Linux/; launch it from the file manager or Bash. Keep every generated companion file. Cross-building requires supported modules and toolchains, and the result still needs testing on the target OS. The build-output guide gives launch commands and log locations for both platforms.
Example you can try
Section titled “Example you can try”1. Save all relevant scenes.2. File > Build Profiles > choose target profile.3. Verify included scenes and Player Settings.4. Select Build and a dedicated output directory.5. Launch the executable and inspect the player log.6. Smoke-test menus, scene loading, input and saving.When to use it and what can go wrong
Section titled “When to use it and what can go wrong”When: Use Editor builds to explore settings and reproduce issues locally. Use automated command-line builds when you require consistent repeatable artifacts. Try it: Deliberately exclude a scene and verify how SceneManager.LoadScene fails in the player.
