Platforms |
To prepare a project for the target platform, you need to make a build from the editor. You can also run the project without building it first, while still being able to use the debugger.
For a Windows build, you can simply copy the files from the Project folder. Assets and Binaries subfolders.
Due to the limited performance of mobile devices, some graphics features are not supported, such as deferred shading, decals, material advanced blending parameters, shadow cascades for directional light, ambient occlusion, reflections, motion blur.
For mobile devices, many graphics features are disabled by default for optimization purposes. The features can be configured in the Project Settings and in the Rendering Pipeline of the scene.

The standard way to create a project build is available in the Project Menu. By default, you can prepare a project only for Windows. To unlock all platforms, you need to precompile it.

To build the project, use one of the build configurations. A build configuration is a special file with general settings, required project folders, settings of optional components. Basic build configurations are placed in the 'Base\Build' folder.
You can create your own build configurations. The easiest way to make your own configuration is to make a copy of one that exists.

Build for Windows 10+ x64.
Requirements:
Build for Android 13+ ARM64 and ARM32.
Requirements:
There are two ways to launch the project on the device:
By default, the engine is configured to compile for ARM64. To compile for 32-bit Android Go edition, need to do next things:

Build for Linux x64. Right now only console and server apps are supported, the rendering is not supported.
Requirements:
Build for UWP x64 (Universal Windows, Xbox).
Requirements:
There are two ways to launch the project on the device: