# Include or exclude a setting in your build By default, Unity doesn't include a setting ("strips" the setting) in your built project to optimize performance and reduce build size. For example, if you create a custom reference property that points to a shader asset, by default Unity doesn't include that property in your build. You can choose to include a setting in your build instead. The value of the property is read-only at runtime. ## Include a setting in your build To include a setting in your build by default, set the `IsAvailableInPlayerBuild` property of your [settings group class](add-custom-graphics-settings.md) to `true`. For example: ```c# public class MySettings: IRenderPipelineGraphicsSettingsStripper { ... // Make settings in this class available in your build public bool IsAvailableInPlayerBuild => true; } ``` ## Create your own stripping code To conditionally control whether Unity includes or excludes a setting in your build, override the `IsAvailableInPlayerBuild` property by implementing the `IRenderPipelineGraphicsSettingsStripper` interface. Follow these steps: 1. Create a class that implements the `IRenderPipelineGraphicsSettingsStripper` interface, and pass in your [settings class](add-custom-graphics-settings.md). 2. Implement the `active` property. If you set `active` to `false`, the code in the class doesn't run. 3. Implement the `CanRemoveSettings` method with your own code that decides whether to include the setting. Return `true` to strip the setting, or `false` to include the setting. For example: ```c# using UnityEngine; using UnityEngine.Rendering; // Implement the IRenderPipelineGraphicsSettingsStripper interface, and pass in our settings class class SettingsStripper : IRenderPipelineGraphicsSettingsStripper { // Make this stripper active public bool active => true; // Implement the CanRemoveSettings method with our own code public bool CanRemoveSettings(MySettings settings) { // Strip the setting (return true) if useMyFeature is false return !settings.useMyFeature; } } ``` If you implement `IRenderPipelineGraphicsSettingsStripper` multiple times for one setting, Unity only strips the setting if they all return `true`. ## Check if your build includes a setting You can check if a setting exists at runtime. A setting might not exist at runtime for one of the following reasons: - Unity didn't include the setting in your build. - The current pipeline doesn't support the setting. - The setting is in an assembly that Unity doesn't include in your build. Refer to [Organizing scripts into assemblies](xref:um-script-compilation-assembly-definition-files) for more information. To check if the setting exists, use the `TryGetRenderPipelineSettings` API. `TryGetRenderPipelineSettings` puts the setting in an `out` variable if the setting exists. Otherwise it returns `false`. For example, the following code checks whether a settings group called `MySettings` exists at runtime: ```c# if (GraphicsSettings.TryGetRenderPipelineSettings(out var mySetting)){ Debug.Log("The setting is in the build and its value is {mySetting.myValue}"); } ``` ## Additional resources - [Organizing scripts into assemblies](xref:um-script-compilation-assembly-definition-files)