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Windows Publishing

Building for Windows allows you to distribute your Digital Twin as a standalone executable that runs on Windows machines without requiring Unity Editor or any special licenses.

To build for Windows, select Windows as the target platform in Build Settings (File > Build Settings...).

For building on Windows, the following settings are recommended in Player Settings.

Mono compiles much faster than IL2CPP and is recommended for most Windows builds.

Mono and .Net Framework player build settings

Please also make sure that Scripting Define Symbols are set as needed for your installation (see compiler-defines.md).

Scripting Define Symbols configuration

  1. Open File > Build Settings
  2. Select Windows as the target platform
  3. Click Add Open Scenes to include your Digital Twin scene
  4. Configure Player Settings as described above
  5. Click Build and choose your destination folder
  6. Unity will create an executable and data folder

After building, you will have:

  • YourProjectName.exe - The executable file
  • YourProjectName_Data folder - Required data and assets
  • UnityPlayer.dll and other DLL files - Required Unity runtime libraries

Distribute all files together. The executable requires the data folder and DLLs to run properly.

  • Mono vs IL2CPP: Mono compiles faster and has similar runtime performance for most scenarios
  • Graphics API: Windows supports DirectX 11 and DirectX 12
  • Architecture: Target x86_64 for modern 64-bit Windows systems
  • Optimization: Use IL2CPP for production builds if startup time is not critical

Windows builds support all realvirtual interfaces including:

  • OPC-UA
  • S7 TCP/IP
  • Modbus
  • TwinCAT ADS
  • MQTT
  • Shared Memory
  • And all other platform-specific interfaces

For interface limitations on other platforms, see supported-platforms.md.

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