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Question by DarkJohn117 · Nov 02, 2017 at 10:27 AM · windowsdlldebugreleaseconfiguration

How to build using "Release" configuration?

We just realized, that unity is using the "Debug" configuration of the C# solution when compiling binaries. That wouldn't necessarily be a problem, since we strip all our debug logs anyway before we build.

However, the Windows Store requires the assembly files to be compiled in Release Mode. Now we cannot use the "Windows Store" Platform target because of several plug-ins, but build regular exe binaries (PC, Mac & Linux Standalone) we then convert using Microsoft's "Desktop App Converter".

Has anybody any idea how to force Unity to use the "Release" configuration of a c# solution?

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Answer by DomDom · Nov 02, 2017 at 12:28 PM

Could "Scripting Define Symbols" be something?

https://docs.unity3d.com/Manual/PlatformDependentCompilation.html

Maybe that could help too? http://answers.unity3d.com/questions/500128/set-preprocessor-symbols-from-editor-script.html

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avatar image DarkJohn117 · Nov 02, 2017 at 12:52 PM 0
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Thx but that's not really what I'm looking for. Scripting Define Symbols are nice if you want to build for multiple platforms. Same goes for PlatformDependentCompilation (which are basically integrated Scripting Define Symbols). The problem is really, that Unity includes Assembly *.dll's in Debug $$anonymous$$ode, ins$$anonymous$$d of Release when compiling the binaries.

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