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Fixed in 2022.1.X



Found in




Issue ID




SetScriptingDefineSymbolsForGroup does not set specified symbols for script compilation when Dedicated Server Platform is used

Build Pipeline


Steps to reproduce:
1. Open users attached project
2. Press Bug>Reproduce
3. Open Edit>Project Settings>Player>Other Settings
4. Observe Scripting Define Symbols list

Expected result: 'BUG_IS_HERE' is visible in the list
Actual result: 'BUG_IS_HERE' is not visible in the list

Reproducible with: 2021.2.0a20, 2021.2.0b8, 2022.1.0a1
Not reproducible with: 2022.1.0a2, 2022.1.0a5
Could not test with: 2019.4.29f1, 2020.3.16f1, 2021.1.17f1, 2021.2.0a19 (Dedicated Server functionality not implemented)

  1. Resolution Note (fix version 2022.1):

    Fixed in 2022.1.0a2

Comments (2)

  1. PyrateAkananto

    Nov 23, 2022 14:52

    I don't see this fixed in any version I tried (2021.3.2f1, 2021.3.14f1, 2022.1.23f).

    The information that it is a dedicated server build is within StandaloneBuildSubtarget (SUB!) and neither within the BuildTarget nor the BuildTargetGroup. Therefore you cannot use SetScriptingDefineSymbolsForGroup ( which uses BuildTargetGroup as parameter. Instead you have to use SetScriptingDefineSymbols ( which uses NamedBuildTarget. The relevant value is NamedBuildTarget.Server.

    Unfortunately even the official conversion functions to NamedBuildTarget from BuildTarget (UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(BuildPipeline.GetBuildTargetGroup(buildTarget))) do ignore the StandaloneBuildSubtarget. A Unity forum thread ( mentions an internal conversion function which does consider the StandaloneBuildSubtarget, but that function is only internal.

  2. NN_KimJongsu

    Oct 18, 2022 03:15

    is this issue will apply in unity 2021 lts version?

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