Build Profile
AIT Explains which settings automatically change at each build entry point in the menu, and how to change those values.
Action Menu
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
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.
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.
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.
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.
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
AIT > ConfigurationOpen menuExpand the "Build Profiles" section
Expand the desired profile (Dev Server, Production, etc.)
Change the checkbox for each option
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.
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
Related documents
Get started — installation and basic setup
Build pipeline — what actually happens after the profile is applied
Build customization — web entry point and marker area
API usage patterns — devtools behavior
Troubleshooting — when the build gets stuck
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