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Compile flags

Scripting define symbols that Tick UI recognises. Set them under Project Settings > Player > Other Settings > Scripting Define Symbols for the active platform, or in your own .asmdef's defineConstraints.

Flag Effect Where set Default
TICK_URP Compiles TickURPInjector and TickRenderPass. Required for any URP integration. Set automatically by the .asmdef's versionDefines when the URP package is detected. Override manually for mixed-pipeline projects. On (auto) when URP present; off otherwise.
TICK_DEBUGGER Enables the in-game debugger overlay used in UI.cs EndFrame (rect-stack inspector, panel list, draw-command counts). Player Settings, typically editor-only. Off.
TICK_CHECK_DUPLICATE_IDS Logs a Debug.LogError (editor only) from PushID when two widgets in the same frame produce the same combined ID, including the previous call stack for that ID. Player Settings, editor-only. Off.
TICK_PREFER_HINTS Enables opt-in Debug.Log hints from UI.Layout.cs suggesting more specific helpers (for example, Pad(0, 5, 0, 0) logs Prefer PadTop()). Player Settings, opt-in. Off.
TICK_LUA Compiles the optional Lua scripting layer (Source/Extra/Scripting/, TickLuaApi and LuaScriptRunner). Required to drive the UI from a hot-reloadable Lua script. Requires the MoonSharp interpreter. Player Settings, opt-in. Off.
ENABLE_INPUT_SYSTEM Selects the new Unity Input System over the legacy Input class. Drives IInput provider choice. Managed by Unity through Player Settings input handling. Project-dependent.

Notes

TICK_URP is the only flag that materially gates code compilation. The rest add diagnostics or behaviour without affecting the public API.

Define editor-only flags for the Editor platform only, under Player Settings, so they do not ship with player builds.

Additional resources