For the complete documentation index, see llms.txt. This page is also available as Markdown.

Build Profile

AIT Explains which settings automatically change at each build entry point in the menu, and how to change those values.

Action Menu

Menu
Purpose

AIT > Dev Server > Start Server

Run local development server (browser testing with devtools Mock SDK + panel)

AIT > Build & Package

Generate a package for distribution

AIT > Deploy (Test)

Test deployment after incremental build (ait deploy) — check on a real device via QR/URL

AIT > Deploy (Production)

Test deployment after clean build (ait deploy) — apply for review/release from the console after deployment

ait deployis in both menus always deploy to the Console QR test environment(intoss-private://) . Actual release to users is not done by this CLI command, but after deployment request review from the Consolemust be done. For the detailed flow, see Get startedPlease refer to it.

profile matrix

task
debug console
Development Build
WebGL compression
Stripping Level
LZ4 compression
debug symbols

Dev Server

✅ Enabled

✅ Enabled

Disabled

Minimal

✅ Enabled

Embedded

Build & Package

❌ Disabled

❌ Disabled

Automatic (Brotli)

Automatic (High)

✅ Enabled

External

Deploy (Test)

❌ Disabled

❌ Disabled

Automatic (Brotli)

Automatic (High)

✅ Enabled

External

Deploy (Production)

❌ Disabled

❌ Disabled

Automatic (Brotli)

Automatic (High)

✅ Enabled

External

Deploy (Test) and Deploy (Production) use the same production profile, so the settings above are identical. The difference between the two is the build scope(incremental vs clean) and deployment memo prefix(-m "[Test] …" / -m "[Production] …") — in the Console, these prefixes distinguish the two deployments.

Mock Bridgeis not a build profile item. devtools(@apps-in-toss/devtools) see the separate section.

Meaning of each setting

devtools

For Dev Server only, not a build profile, but AIT > Configurationa separate setting. When enabled, you can run the game in the browser with devtools Mock SDK without the Toss app, and a panel for manipulating state appears on the screen. Unlike build profiles, it does not change build artifacts, so after changing the setting it takes effect just by restarting the serveryou do not need to rebuild. API usage patternsare summarized in the devtools section of

Development Build

Unity's Development Build option.

Value
Description

Enabled

Faster builds, easier debugging (Profiler can be connected)

Disabled

Optimized release build

debug symbols

Determines where to place debug symbols (source maps). Applies in Unity 2022.3 and later.

Value
Description

Embedded

Include symbols in build files (larger file size, easier debugging)

External

Separate into a separate file (smaller file size, suitable for distribution)

debug console

Shows a debug button in the lower-left corner of the screen. Tap it to view logs and SDK events. Disable it for production deployments.

WebGL compression

Compression format of the final artifact.

Value
Description

Automatic

Use Brotli (default)

Disabled

No compression (prioritize build speed)

Gzip

Gzip compression

Brotli

Brotli compression (highest compression ratio)

Only Dev Server is Disabled for build speed, and the other profiles are Automatic (Brotli).

Stripping Level

Level of removing unused managed code.

Value
Description

Automatic

Use High (default)

Minimal

Remove only the minimum amount of code

Low

Low-level code stripping

Medium

Medium-level code stripping

High

Aggressively strip code (smallest build size)

Only Dev Server is Minimal for build speed, and the rest are Automatic (High).

Note: Disabled is not supported on WebGL (IL2CPP), so it has been removed from the options; values saved as Disabled in previous versions are normalized to Minimal. Types referenced only via reflection may be stripped in High, so if behavior changes after stripping link.xmlspecify what to preserve.

LZ4 compression

LZ4 compression in the Unity build process. It is enabled by default in all profiles.

Customize profile

  1. AIT > Configuration Open menu

  2. Expand the "Build Profiles" section

  3. Expand the desired profile (Dev Server, Production, etc.)

  4. Change the checkbox for each option

  5. Changes are saved automatically

Profile settings are Assets/AppsInToss/Editor/AITConfig.assetThe entered value is saved in

Environment variable overrides

In CI/CD or automation scripts, you can override profile values without modifying code. Most of them are AITBuildInitializer.ApplyEnvironmentVariableOverrides(profile)applied to a copy of the profile, and AIT_IL2CPP_CONFIGURATIONonly Init applied directly to PlayerSettings during the stage.

Environment variable
Description
Allowed values

AIT_DEBUG_CONSOLE

Enable debug console

true / false

AIT_COMPRESSION_FORMAT

Compression format

-1 (Automatic) / 0 (Disabled) / 1 (Gzip) / 2 (Brotli)

AIT_DEVELOPMENT_BUILD

Development Build

true / false

AIT_IL2CPP_CONFIGURATION

IL2CPP compiler optimization level

Debug / Release / Master

If outside the allowed values, Debug.LogWarninglogs a warning and ignores only that variable — the build continues.

AIT_DEVELOPMENT_BUILDand AIT_IL2CPP_CONFIGURATIONBoth reduce link time, but they are different layers. The former is a Player option and the latter is an IL2CPP compiler optimizer level, so to reduce build time in CI, specifying both has a greater effect.

These are not all the environment variables read by the SDK. For AIT_DISABLE_INSTALL_SKIPis Build pipeline, and Sentry-related variables are in Sentry integrationhere.

Build log

The profile applied when the build starts is printed to the Unity Console. What values actually took effect is confirmed by this log — environment variable overrides are reflected here as well.

The compression format is shown exactly as stored in the profile (-1if it is Automatic) is shown as-is, and Stripping Level -1shows the value that will actually be applied in parentheses when it is

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