Difference between Release & Development Build

Hi there,

I’m having a real strange problem with app when I build it with ‘release’ properties.
So I seek in depth information, of how the development build is different to a release build.
Are there any steps and properties I can change to configure a release build in a way that it is more like a development build? I’d also be totally fine to publish a Dev build of my app, but the text “Development Build” is obviously a dealbreaker.

Btw. I noticed i forgot to post the platform information:
Unity 4.6.8 on MacOSX (Yosemite)
running on a Mac Pro with Windows 8 x64 via Bootcamp
Intel® Xeon® Processor E5-1620
12 GM RAM
AMD FirePro D700

Problem details:
http://answers.unity3d.com/questions/1020590/black-polygons-disrupting-geometry.html

cheers
Lars

Development build uses the debug version of the engine and its libraries. I guess this prints out more debug info and is generally said to run slower (that’s why you’re better off releasing a RELEASE build).

As far as i know, you cannot get a “debug” build and flip some switch and turn that into a release build (or vice versa).

In your own code, however, you’re free to do as you like (e.g: have a property that turns on or off some debug features).

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My problem is, the development build is way faster(performance) than the release build. Why should I publish a slower build. I saw several people mentioned about this problem but 2020.2.3 is still having this issue.

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I am having the same issue. Were u able to solve this?

any update on this question? I have the same problem…

@JoshPeterson could you make a comment, pretty please, you seem like the go-to-specialist.

Running Unity 2021.3.16f1 on MacOS 12.6.5 with VisualStudio 8.10.25 and building for MacOS (directly desktop and not the store) I have been experiencing similar strange behaviour, too.

The development build works fine as expected, no errors, no warnings, nothing.

The release build does not work as expected and sporadic stuff is failing (as in not executing), but the application keeps running (as in does not hang or quit unexpectedly), e.g. there’s this simple ‘quit application’ button on the ‘welcome’ page (a most simple first scene) with the in-built OnClick UnityEvent that’s supposed to call a ‘quit application’ method, but visibly clicking said button does nothing. In fact UnityEvents seem to not work in several places. On the other hand in experience it seems one small dysfunctional/erroneous bit can cause a lot of code to misbehave, so it’s difficult to assess the size of the real error.

Additionally two consecutive release builds without any code changes whatsoever produce different results, as in partially non-expected behaviour of the build (!?!). Mind you, I tend to delete the build folder (imagining that should assure everything is built from scratch) and I’ve also reset the machine several times. So that’s really strange. Is there a cache in need of clearing?

Anyhow, since that’s a first, conservatively approaching the issue I am considering this is the result of the code, I’m just not sure where to look and what to amend, considering the development build is working flawlessly.

Perhaps erroneously, but I always considered the development build was offering enhanced information capabilities, but now it seems as if the development build is somehow facilitating execution, whereas that support is not available in the release build and stuff is failing silently (or the development build is properly linking and the release build is not).

Eventually I understand composing the project afresh and release-building/testing at stages remains the ultimate option, as it would possibly reveal the failing part, but it’s not a route to be taken lightly nor is the required result assured.

Any solid piece of advice? Thanks in advance.

I also noticed very strange behavior on Unity 2019.4.* on a M1 Mac, the production build even did not compile some important fixes, but the development build builds without issues.

Is someone at Unity here to investigate this? People are paying for tools to be at least stable in production.

2019 versions can indeed have issues. There is no more support for it as it has been out of LTS for a while and it was released before Apple released their ARM chips.

If you are on a still updated version and have issues with performance or compilation between debug/dev builds and release, file a bug report for it to reach the right team

@Ubrano
I experienced something very similar where the release builds had errors or execution failures that were not present on the development builds.

Delete the following sub-folders from your “Library” folder before you make a release build:
BuildPlayerData
il2cpp_cache
Il2cppBuildCache
PlayerDataCache

This fixes the issue with the release builds.