Version: Unity 6 (6000.0)
Language : English
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Android Build Settings reference

Use the Android Build settings to configure and build your application for Android platform. The Android Build Settings are part of the Build Profiles window.

Property Description
Texture Compression The texture compression format to use for the build. The options are:
Use Player Settings: Uses the texture compression format you set in Player SettingsSettings that let you set various player-specific options for the final game built by Unity. More info
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.
ETC (GLES 2.0): Uses ETC format.
ETC2 (GLES 3.0): Uses ETC2 format.
ASTC: Uses ASTC format.
DXT (Tegra): Uses DXT format.
PVRTC (PowerVR): Uses PVRTC format (deprecated).

You can also change this setting from a script or using the -setDefaultPlatformTextureFormat command-line switch.
Note: If you enable texture compression targeting, Unity disables this setting.

For more information about texture compression formats, refer to Recommended, default, and supported texture compression formats, by platform.
Export Project Exports the Unity project as a Gradle project that you can import into Android Studio. For more information, refer to Exporting an Android project.
Symlink Sources Indicates whether to share Java and Kotlin source files between Unity and the exported Gradle project.

Enable this setting to create symbolic links so the Gradle project references Java and Kotlin source files in the Unity project. This helps you test and iterate Java and Kotlin code because it means any changes you make to Java and Kotlin source files in the exported Gradle project persist if you re-export the Unity project.

Disable this setting to make Unity copy Java and Kotlin source files from the Unity project into the exported Gradle project.

Note: You can only interact with this setting if you enable Export Project.
Build App Bundle (Google Play) Indicates whether to build the application as an Android App Bundle (AAB) to distribute on Google Play. If you enable this setting, Unity builds the application as an aab. If you disable this setting, Unity builds the application as an apk.

Note: This setting is visible only if you disable Export Project.
Export for App Bundle Configures the exported Gradle project to build as an Android App Bundle.

Note: This setting is visible only if you enable Export Project.
Debug Symbols Specifies how Unity generates a symbols package when it builds your application. You can upload the symbol package with your apk or Android App bundle (aab) in three ways:
• As a separate zip file for an apk build.
• Embed directly in the Android App bundle. This requires you to enable the Build App Bundle option.
• As a separate zip file for the Android App bundle. This requires you to enable the Build App Bundle option.
Disabled Unity doesn’t generate a symbols package.
Public Unity generates the symbols package containing only the symbol table section and not the debugging information.
Debugging Unity generates the symbols package containing the symbol table section and debugging information.
Symbols output options Specifies how Unity includes the symbols with the application build.
.zip A separate zip file containing the symbols package. You can upload this zip file with the apk.
App Bundle The symbols get embedded in the Android App bundle.
.zip + App Bundle A separate zip file containing the symbols package. Additionally, the symbols get embedded in the Android App bundle.
Symbol file extension Specifies the symbol file extension as per the selected symbols package type. You have an option to create symbol files with the legacy extension.
.so Specifies the legacy .so extension for the symbols package which you can upload on distribution services that don’t recognize the .so.sym or .so.dbg extensions.
so.sym Specifies the extension for the public symbols package.
.so.dbg Specifies the extension for the debugging symbols package.
Run Device Specifies which attached device to test the build on. Devices connected via USB appear in the list automatically. If you connect a new device or don’t find an attached device in the list, select Refresh. To connect a new device wirelessly over Android Debug Bridge, select the <Enter IP> option. For more information, refer to Debug on Android devices.
Build to Device A build pipeline that doesn’t create a full build and instead deploys single files that changed since the last patch directly to the device. Patch deploys changed files to the devices and Patch And Run deploys changed files and then runs the application on the device. For more information, refer to Application patching.

You can only interact with this setting if you enable Development Build.
Development Build Include scripting debug symbols and the ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info
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in your build. Use this setting when you want to test your application. When you select this option, Unity sets the DEVELOPMENT_BUILD scripting define symbol. Your build then includes preprocessor directives that set DEVELOPMENT_BUILD as a condition.

For more information, refer to Platform dependent compilation.
Autoconnect Profiler Automatically connect the Unity Profiler to your build. For more information, refer to Profiler.

Note: This option is available only if you select Development Build.
Deep Profiling Allow the Profiler to process all your script code and record every function call, returning detailed profiling data. For more information, refer to Deep Profiling.

This property is available only if you enable Development Build.

Note: Enabling Deep Profiling might slow down script execution.
Script Debugging Attach script debuggers to the Player remotely.

This property is available only if you enable Development Build.
Wait for Managed Debugger Make the Player wait for a debugger to be attached before it executes any script code.

This property is visible only if you enable Script Debugging.
Compression Method Specifies the method Unity uses to compress the data in your Project when it builds the Player. This includes AssetsAny media or data that can be used in your game or project. An asset may come from a file created outside of Unity, such as a 3D Model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
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, ScenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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, Player settings, and GI data.
Default On Windows, Mac, Linux Standalone, and iOS, there is no default compression.

On Android, the default compression is ZIP, which gives slightly better compression results than LZ4HC. However, ZIP data is slower to decompress.
LZ4 A fast compression format that is useful for development builds. For more information, refer to BuildOptions.CompressWithLz4.
LZ4HC A high compression variant of LZ4 that is slower to build but produces better results for release builds. For more information, refer to BuildOptions.CompressWithLz4HC.

Additional resources

Modify Gradle project files with Android Studio
Build your application for Android