# Include or exclude a setting in your build By default, Unity doesn't include a setting ("strips" the setting) in your built project. For example, if you create a custom reference property where you set a shader asset, Unity doesn't include that property in your build. You can choose to include a setting in your build instead. You can then get the value of the setting at runtime. The value is read-only. ## Include a setting in your build To include a setting in your build by default, set the `IsAvailableInPlayerBuild` property of your [settings class](add-custom-graphics-settings.md) to `true`. For example, add the following line: ```c# public bool IsAvailableInPlayerBuild => true; ``` ## Create your own stripping code You can override the `IsAvailableInPlayerBuild` property by implementing the `IRenderPipelineGraphicsSettingsStripper` interface, and writing code that conditionally strips or keeps the setting. 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. 4. In your code, return either `true` or `false` to strip or keep the setting. For example, in the following code, the `CanRemoveSettings` method returns `true` and strips the setting if the value of the setting is larger than 100. ```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 the value is larger than 100 return settings.myValue > 100; } } ``` 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. Use `TryGetRenderPipelineSettings` to check if the setting exists. `TryGetRenderPipelineSettings` puts the setting in an `out` variable if it 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}"); } ```