This page details the Player Settings for the Android platform. For a description of the general Player settings, refer to Player SettingsSettings that let you set various player-specific options for the final game built by Unity. More info
See in Glossary.
Documentation for the properties is grouped according to their respective sections in the Player UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary:
Use the Icon section to specify icons to represent your application on the device.
Setting | Description |
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Adaptive | Specify textures of various sizes to represent your application on devices running Android 8.0 (API level 26) or higher. |
Round | Specify textures of various sizes to represent your application on devices running Android 7.1 (API level 25) or higher. |
Legacy | Specify textures of various sizes to represent your application on devices running versions earlier than Android 7.1 (API level 25). |
Use the following settings in Resolution and Presentation section to customize aspects of the screen’s appearance.
Use the Resolution section to customize the screen mode and default size.
Setting | Description | |
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Run Without Focus | Enable this property to keep your application running even when it’s not in focus but is visible, such as on devices supporting split-screen mode. When disabled, the application pauses but remains visible. | |
Fullscreen Mode | Specifies how the window appears on the device. This sets the default window mode at startup. | |
Fullscreen Window | The application window fills the full-screen native resolution of the device. To fill the full-screen window, Unity scales the application contents. Resolution Scaling Mode controls how Unity scales the contents. In this mode, the navigation bar is always hidden. | |
Windowed | The application uses a standard, non-full-screen, movable window. The size of the window depends on the application’s resolution. In this mode, the application is resizable by default. To prevent application resizing, disable Resizeable Activity. | |
Resizeable Activity | Indicates whether the user can resize the application. This setting enables multi-window capabilities in your application on Android phones and tablets. For more information, refer to Google’s developer documentation. |
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Default Window Width | The default width of the application window in pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info See in Glossary. This option is only available if the Fullscreen Mode is set to Windowed. |
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Default Window Height | The default height of the application window in pixels. This option is only available if the Fullscreen Mode is set to Windowed. | |
Minimum Window Width | The minimum width of the application window in pixels. This option is only available if the Fullscreen Mode is set to Windowed. | |
Minimum Window Height | The minimum height of the application window in pixels. This option is only available if the Fullscreen Mode is set to Windowed. | |
Hide Navigation Bar | Indicates whether to hide the navigation bar that appears at the top of the window. | |
Render outside safe area | Enable this option to allow the application to use all available screen space to render, including areas of the display that are cut out (notched). For more information, refer to Android’s display cutout support documentation. The behavior of this setting varies depending on the Android version, as outlined in the following table. | |
Android 15 and newer | This setting has no effect as the application uses the entire screen space by default. For more information, refer to Android documentation. | |
Android 11 to 14 | When enabled, the application uses the entire screen space available. When disabled, the application uses the space around the cutout only if it’s within the system bar (top or bottom of the device), otherwise the application displays black bars over the cutout area. For more information on when the application uses the space around the cutout, refer to Android documentation. | |
Android 10 and older | When enabled, the application uses the screen space around the cutout on the shorter edge (such as the top or bottom) of the device. However, the application blocks the cutout on the longer edge (such as the sides) of the device with black bars. For more information on how the application uses the space around cutouts on shorter edges, refer to Android documentation. When disabled, the application uses the space around the cutout only if it’s within the system bar, otherwise the application displays black bars over the cutout area. For more information on when the application uses the space around the cutout, refer to Android documentation. | |
Optimized Frame Pacing | Enable this option to allow Unity to evenly distribute frames for less variance in frame rate and create a smoother experience. |
Use the Resolution Scaling section to customize settings relating to screen resolution scaling. Using a resolution lower than the device’s native resolution can improve performance and battery life.
Setting | Description | |
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Resolution Scaling Mode | Specifies whether and how the application scales its resolution. You can set the scaling to be equal to or lower than the native screen resolution. Using a lower resolution can improve performance and battery life. | |
Disabled | Doesn’t apply resolution scaling and the application renders to the device’s native screen resolution. | |
FixedDPI | Applies resolution scaling using a target DPI. Use this to optimize performance and battery life or target a specific DPI setting. | |
Letterboxed | Adds black bars to the rendered output so the content doesn’t stretch. This process is called letterboxing. | |
Target DPI | The resolution of the application. If the device’s native screen DPI is higher than this value, Unity downscales the application’s resolution to match this setting. Unity calculates the scale using: min(Target DPI * Factor / Screen DPI, 1) where Factor is the Resolution Scaling Fixed DPI Factor from Quality settings. Note: This option only appears when you set Resolution Scaling Mode to Fixed DPI. |
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Reset resolution on window resize | Indicates whether to set the screen resolution to the new native window size when the native window size changes. If you set Resolution Scaling Mode to Fixed DPI, Unity recalculates the resolution based on Fixed DPI property. | |
BlitA shorthand term for “bit block transfer”. A blit operation is the process of transferring blocks of data from one place in memory to another. See in Glossary Type |
Controls whether to use a blit to render the final image to the screen. Using a blit is compatible with most devices but is usually slower than not using a blit. | |
Always | Unity renders to an offscreen buffer and then uses a blit to copy the contents of the buffer to the device’s framebuffer. This is compatible with most devices but is usually slower than not using blit. | |
Never | Unity renders to the framebuffer provided by the device’s operating system. If this fails, the application prints a one-time warning to the device log. This is usually faster than using blit, but it isn’t compatible with all devices. | |
Auto | Unity renders to the framebuffer provided by the device’s operating system if possible. If this fails, Unity prints a warning to the device console and uses a blit to render the final image to the screen. |
Use the Supported Aspect RatioThe relationship of an image’s proportional dimensions, such as its width and height.
See in Glossary section to customize settings relating to which device aspect ratios to support.
Setting | Description | |
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Aspect Ratio Mode | Specifies the largest aspect ratio the application supports. If the device’s aspect ratio is greater than this aspect ratio, Unity uses this aspect ratio for the application and adds black bars so the application doesn’t stretch. | |
Legacy Wide Screen (1.86) | The application supports aspect ratios up to Android’s legacy wide-screen aspect ratio. | |
Native Aspect Ratio | The application supports aspect ratios up to Android’s native aspect ratio. | |
Custom | The application supports aspect ratios up to the aspect ratio you set in Maximum. | |
Minimum | The custom minimum aspect ratio. This value must be less than Maximum. Note: This setting only appears when you set Aspect Ratio Mode to Custom. |
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Maximum | The custom maximum aspect ratio. This value must be greater than Minimum. Note: This setting only appears when you set Aspect Ratio Mode to Custom. |
Setting | Description | |
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Show Loading Indicator | Specifies if and how the loading indicator appears. | |
Don’t Show | The loading indicator doesn’t appear. | |
Large | A large loading indicator appears. | |
Inversed Large | A large loading indicator appears with inversed color. | |
Small | A small loading indicator appears. | |
Inversed Small | A small loading indicator appears with inversed color. |
Property | Description | |
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Default Orientation | Specify the orientation of the application window within the device’s screen. Note: Unity shares the value you set for this setting between Android, iOS, and UWP. |
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Portrait | Portrait orientation where the bottom of the application aligns with the bottom of the screen. | |
Portrait Upside Down | Portrait orientation where the bottom of the application aligns with the top of the screen. | |
Landscape Right | Landscape orientation where the right side of the application aligns with the top of the screen. | |
Landscape Left | Landscape orientation where the left side of the application aligns with the top of the screen. | |
Auto Rotation | The screen can rotate to any of the orientations you specify in the Allowed Orientations for Auto Rotation section. | |
Auto Rotation Behavior | Specify how the application window adjusts its orientation based on the device’s rotation sensor and orientation settings, when the Default Orientation is set to Auto Rotation. Note: This property is visible only when you set the Default Orientation to Auto Rotation. By default, this property is set to User. |
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User | The application window adjusts its orientation according to the device’s orientation settings. If the user locks the device’s auto rotate orientation setting, the application window doesn’t follow the preferences set in the Allowed Orientations for Auto Rotation section. The application window only rotates as per the set preferences when the user turns off the device’s auto rotate orientation setting. | |
Sensor | The application window adjusts its orientation according to the device’s rotation sensor regardless of the device’s orientation settings. However, the application window only rotates as per the preferences set in the Allowed Orientations for Auto Rotation section. |
Use the Allowed Orientations for Auto Rotation section to specify which orientations the application supports when you set Default Orientation to Auto Rotation. This is useful, for example, to lock the application to landscape orientation but allow the user to change between landscape left and landscape right.
Note: This section is visible only when you set Default Orientation in the Orientation section to Auto Rotation.
Property | Description | |
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Portrait | Allow portrait orientation with the bottom of the application aligned with the bottom of the screen. | |
Portrait Upside Down | Allow portrait orientation with the bottom of the application aligned with the top of the screen. | |
Landscape Right | Allow landscape orientation with the right side of the application aligned with the top of the screen. | |
Landscape Left | Allow landscape orientation with the left side of the application aligned with the top of the screen. |
Property | Description | |
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Use 32-bit Display Buffer | Indicates whether the display buffer holds 32-bit color values instead of 16-bit color values. Enable this setting if you see banding, or need alpha values in post-processing effects. Some post-processing effects require this because they create Render TexturesA special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture. More info See in Glossary in the same format as the display buffer. |
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Disable Depth and Stencil | Disable the depth and stencil buffers. | |
Render Over Native UI | Force your application to render on top of the native UI. For this setting to take effect, set your Camera’s Clear Flags to use a solid color with an alpha value lower than 1. |
Use the Virtual Reality Splash Image setting to select a custom splash image for Virtual RealityVirtual Reality (VR) immerses users in an artificial 3D world of realistic images and sounds, using a headset and motion tracking. More info
See in Glossary displays. For information on common Splash Screen settings, refer to Splash Screen.
Below the common Splash Screen settings, you can set up an Android-specific Static Splash Image.
Setting | Description | |
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Image | Specifies the texture that the application uses for the Android splash screen. The standard size for the splash screen image is 320x480. | |
Scaling | Specifies how to scale the splash image to fit the device’s screen. | |
Center (only scale down) | Draws the image at its native size unless it’s too large, in which case Unity scales the image down to fit. | |
Scale to Fit (letter-boxed) | Scales the image so that the longer dimension fits the screen size exactly. Unity fills in the empty space around the sides in the shorter dimension in black. | |
Scale to Fill (cropped) | Scales the image so that the shorter dimension fits the screen size exactly. Unity crops the image in the longer dimension. |
This section allows you to customize a range of options organized into the following groups:
Use these settings to customize how Unity renders your game for the Android platform.
Property | Description | |
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Color Space | Choose which color space to use for rendering. For more information, refer to Linear rendering overview. | |
Gamma | Gamma color space is typically used for calculating lighting on older hardware restricted to 8 bits per channel for the framebuffer format. Even though monitors today are digital, they might still take a gamma-encoded signal as input. | |
Linear | Linear color space rendering gives more precise results. When you select to work in linear color space, the Editor defaults to using sRGB sampling. If your Textures are in linear color space, you need to work in linear color space and deactivate sRGB sampling for each Texture. | |
Auto Graphics API |
Disable this option to manually pick and reorder the graphics APIs. By default, this option is enabled, and Unity tries to use Vulkan. If the device doesn’t support Vulkan, Unity falls back to GLES3.2, GLES3.1 or GLES3.0. Important: Unity adds the GLES3.1/GLES3.1+AEP/GLES3.2 requirement to your Android App Manifest only if you enable Auto Graphics API or if Graphics APIs includes OpenGLES3. |
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Graphics APIs | Specifies which graphics APIs the application supports. Unity tries to use the graphics API at the top of the list first and, if the device doesn’t support it, Unity falls back to the next graphics APIs in the list. Note: This property is visible only when Auto Graphics API is set to false. |
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Vulkan | Adds Vulkan as an API to target. | |
OpenGLES3 | Adds OpenGLES 3 as an API to target. | |
Require ES3.1 | Indicates whether to require that the minimum OpenGL ES 3 minor version is 3.1. This property is visible only if you enable Auto Graphics API or if Graphics APIs includes OpenGLES3. |
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Require ES3.1+AEP | Indicates whether to require that the minimum OpenGL ES 3 minor version is 3.1+AEP. This property is visible only if you enable Auto Graphics API or if Graphics APIs includes OpenGLES3. |
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Require ES3.2 | Indicates whether to require that the minimum OpenGL ES 3 minor version is 3.2. This property is visible only if you enable Auto Graphics API or if Graphics APIs includes OpenGLES3. |
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Color Gamut | You can add or remove color gamuts to use for rendering. Click the plus (+) icon to see a list of available gamuts. A color gamut defines a possible range of colors available for a given device (such as a monitor or screen). The sRGB gamut is the default (and required) gamut. | |
Multithreaded Rendering | Enable this option to move graphics API calls from Unity’s main thread to a separate worker thread. This can help to improve performance in applications that have high CPU usage on the main thread. | |
Static Batching | Enable this option to use static batchingA technique Unity uses to draw GameObjects on the screen that combines static (non-moving) GameObjects into big Meshes, and renders them in a faster way. More info See in Glossary. |
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Dynamic Batching | Use Dynamic BatchingAn automatic Unity process which attempts to render multiple meshes as if they were a single mesh for optimized graphics performance. The technique transforms all of the GameObject vertices on the CPU and groups many similar vertices together. More info See in Glossary on your build (enabled by default). Note: Dynamic batching has no effect when a Scriptable Render Pipeline is active, so this setting is only visible if the Scriptable Render Pipeline Asset Graphics setting is blank. |
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Sprite Batching Threshold | Controls the maximum vertex threshold used when batching. | |
GPU Skinning | Calculate mesh skinning and blend shapes on the GPU via shaders to free up CPU resources and improve performance. | |
GPU | Select this option to perform mesh skinning and blend shapes calculation on the GPU. | |
CPU | Select this option to perform mesh skinning and blend shapes calculation on the CPU. | |
GPU (Batched) | Select this option to use batching and reordering to perform mesh skinning and blend shapes calculation on the GPU. Batching reduces the number of dispatch calls to the GPU and can improve performance. | |
Graphics Jobs (Experimental) | Enable this option to instruct Unity to offload graphics tasks (render loops) to worker threads running on other CPU cores. This is intended to reduce the time spent in Camera.Render on the main thread, which is often a bottleneck. Note: This feature is experimental. It may not deliver a performance improvement for your project, and may introduce new crashes. |
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Graphics Jobs Mode | Specify the graphics jobs mode to use in your application. For information about jobs in Unity, refer to Job system overview. Note: This option is available only when Graphics Jobs is enabled and Graphics APIs is set to Vulkan. |
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Native | The main thread writes Unity graphics commands for worker threads. The worker threads write the commands to a task executor which the render thread consumes. | |
Legacy | The main thread writes Unity graphics commands for worker threads. The worker threads write commands directly to the render thread. The render thread reads the Unity graphics commands and converts them to native graphics commands. | |
Split | The main thread writes Unity graphics commands for worker threads. The render thread reads the Unity graphics commands and converts them to native graphics commands. The render thread then starts worker threads to write native graphics commands. | |
Texture compression formats | Choose between ASTC, ETC2 and ETC (ETC1 for RGB, ETC2 for RGBA), DXTC and DXT + RGTC(BC4, BC5). Refer to texture compression format overview for more information on how to pick the right format. It’s possible to add multiple texture compression formats to this list for texture compression targeting support, however you can’t have both DXT and DXT + RGTC(BC4, BC5) in this list at the same time. If you enable texture compression targeting, Unity also enables, Split Application Binary. Refer to Texture compression settings for more details on how this interacts with the texture compression setting in the Build Settings. Note: If you export or build your application as an APK, Unity only uses the first texture compression format in this list. |
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Normal Map Encoding | Choose XYZ or DXT5nm-style to set the normal map encoding. This setting affects the encoding scheme and compression format used for normal maps. DXT5nm-style normal maps are of higher quality, but more expensive to decode in shaders. | |
Lightmap Encoding | Defines the encoding scheme and compression format of the lightmaps. You can choose from Low Quality, Normal Quality, or High Quality |
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HDR Cubemap Encoding | Defines the encoding scheme and compression format of the HDR Cubemaps. You can choose from Low Quality, Normal Quality, or High Quality. For more information, refer to Lightmaps: Technical information. |
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Lightmap Streaming | Enable this option to use Mipmap Streaming for lightmaps. Unity applies this setting to all lightmaps when it generates them. Note: To use this setting, you must enable the Texture Mipmap Streaming Quality setting. |
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Streaming Priority | Set the priority for all lightmaps in the Mipmap Streaming system. Unity applies this setting to all lightmaps when it generates them. Positive numbers give higher priority. Valid values range from -128 to 127 . |
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Frame Timing Stats | Enable this option to gather CPU/GPU frame timing statistics. | |
OpenGL: Profiler GPU Recorders | Indicates whether to enable profiler recorders when rendering with OpenGL. This option is always enabled for other rendering APIs but is optional on OpenGL due to potential compatibility issues with Frame Timing Stats and the GPU Profiler. | |
Allow HDR Display Output | Enable HDR mode output when the application runs. This only works on displays that support this feature. If the display doesn’t support HDR mode, the game runs in standard mode. | |
Use HDR Display Output | Checks if the main display supports HDR, and if it does, swaps to HDR output when the application launches. Note: This option is available only when Allow HDR Display Output is active. |
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Virtual Texturing (Experimental) | Indicates whether to enable Virtual Texturing. Note: Virtual Texturing isn’t compatible with Android. |
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360 Stereo Capture | Indicate whether Unity can capture stereoscopic 360 images and videos. Note: 360 stereoscopic capturing isn’t compatible with Android. |
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Load/Store Action Debug Mode | Highlights undefined pixels that might cause rendering problems on mobile platforms. This affects the Unity Editor Game view, and your built application if you select Development Build in Build Settings. Refer to LoadStoreActionDebugModeSettings for more information. | |
Editor Only | Indicates whether the Load/Store Action Debug Mode only runs in the Unity Editor. Note:This property is visible only when Load/Store Action Debug Mode is set to true. |
Property | Description | |
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SRGB Write Mode | Enable this option to allow Graphics.SetSRGBWrite() renderer to toggle the sRGB write mode during runtime. That is, if you want to temporarily turn off Linear-to-sRGB write color conversion, you can use this property to achieve that. Enabling this has a negative impact on performance on mobile tile-based GPUs; therefore, do NOT enable this for mobile. |
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Number of swapchain buffers | Set this option to 2 for double-buffering, or 3 for triple-buffering to use with Vulkan renderer. This setting may help with latency on some platforms, but in most cases you should not change this from the default value of 3. Double-buffering might have a negative impact on performance. Do not use this setting on Android. | |
Acquire swapchain image late as possible | If enabled, Vulkan delays acquiring the backbuffer until after it renders the frame to an offscreen image. Vulkan uses a staging image to achieve this. Enabling this setting causes an extra blit when presenting the backbuffer. This setting, in combination with double-buffering, can improve performance. However, it also can cause performance issues because the additional blit takes up bandwidth. | |
Recycle command buffers | Indicates whether to recycle or free CommandBuffers after Unity executes them. | |
Apply display rotation during rendering | Enable this to perform all rendering in the native orientation of the display. This has a performance benefit on many devices. For more information, see documentation on Framebuffer orientation. | |
Android Vulkan Deny Filter List | Specifies criteria to identify which Android devices should not use Vulkan API when running a Unity application. Use the following set of parameters to define the rejection criteria. All the parameters are optional. You can use regular expressions to set the parameters, except for the Vulkan API version and Driver version parameters. The Unity Editor displays an error for an invalid regular expression. For more information, refer to the documentation on Allow or deny Vulkan API usage. Note: If you don’t include an alternative graphics API, such as OpenGLES3, in your Player Settings, your application won’t launch on any devices that meet the rejection criteria. |
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Vendor | Vendor name of the GPU hardware used in the Android device. For example, Qualcomm, ARM. | |
Device Name | The name of the GPU model used in the Android device. For example, Adreno (TM) 740. | |
Brand | The manufacturer name of the Android device. For example, google, samsung. | |
Product Name | The product codename for the Android device. For example, barbet, mermaid. | |
Android OS version | The Android operating system version the device runs on. For example, 13 | |
Vulkan API version | The minimum required Vulkan API version available on the Android device. Enter the version number in either of the following formats: • MajorVersion.MinorVersion.PatchVersion where MinorVersion and PatchVersion are optional. For example, 1.1.128 .• Hexadecimal format starting with 0x with maximum 8 digits. For example, 0x00401080 .Note: Regular expressions aren’t allowed for this parameter. |
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Driver version | Minimum required Vulkan device driver version. Enter the version number in either of the following formats: • MajorVersion.MinorVersion.PatchVersion where MinorVersion and PatchVersion are optional. For example, 0.676.0 .• Hexadecimal format starting with 0x with maximum 8 digits. For example, 0x002a4000 . Note: Regular expressions aren’t allowed for this parameter. |
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Android Vulkan Allow Filter List | Specifies criteria to identify which Android devices should always use the Vulkan graphics API when running a Unity application. If a device is included in both the Deny and Allow Filter Lists, the Allow Filter takes precedence and the device uses the Vulkan API. You can use these lists to restrict a large category of poorly performing devices from using the Vulkan API, while still allowing those devices within the category that perform better using Vulkan API. If both Deny and Allow Filter Lists contain the same values, Unity ignores the criteria specified in the lists. For more information, refer to the documentation on Allow or deny Vulkan API usage. Note: Refer to Android Vulkan Deny Filter List for the description of the parameters used to define the criteria. |
Property | Function | |
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Override Default Package Name | Indicates whether to override the default package name for your application. Note: This setting affects macOS, iOS, tvOS, and Android. |
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Package Name | Set the application ID, which uniquely identifies your app on the device and in Google Play Store. The application ID must follow the convention com.YourCompanyName.YourProductName and must contain only alphanumeric and underscore characters. Each segment must start with an alphabetical character. For more information, refer to Set the application ID.Important: Unity automatically removes any invalid characters you type. To set this property, enable Override Default Package Name. |
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Version | Enter the build version number of the bundle, which identifies an iteration (released or unreleased) of the bundle. The version is specified in the common format of a string containing numbers separated by dots (For example, 4.3.2). (Shared between iOS and Android.) | |
Bundle Version Code | An internal version number. This number is used only to determine whether one version is more recent than another, with higher numbers indicating more recent versions. This isn’t the version number shown to users; that number is set by the versionName attribute. The value must be set as an integer, such as “100”. You can define it however you want, as long as each successive version has a higher number. For example, it could be a build number. Or you could translate a version number in “x.y” format to an integer by encoding the “x” and “y” separately in the lower and upper 16 bits. Or you could simply increase the number by one each time a new version is released. Keep this number under 100000 if Split APKs by target architecture is enabled. Each APK must have a unique version code so Unity adds 100000 to the number for ARMv7, and 200000 for ARM64. |
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Minimum API Level | Minimum Android version (API level) required to run the application. | |
Target API Level | Target Android version (API level) against which to compile the application. |
Property | Description | |
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Scripting Backend | Choose the scripting backend you want to use. The scripting backend determines how Unity compiles and executes C# code in your Project. | |
Mono | Compiles C# code into .NET Common Intermediate Language (CIL) and executes that CIL using a Common Language Runtime. For more information, refer to MonoA scripting backend used in Unity. More info See in Glossary. |
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IL2CPP | Compiles C# code into CIL, converts the CIL to C++ and then compiles that C++ into native machine code, which executes directly at runtime. For more information, refer to IL2CPPA Unity-developed scripting back-end which you can use as an alternative to Mono when building projects for some platforms. More info See in Glossary. |
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API Compatibility Level | Choose which .NET APIs you can use in your project. This setting can affect compatibility with third-party libraries. However, it has no effect on Editor-specific code (code in an Editor directory, or within an Editor-specific Assembly Definition). Tip: If you are having problems with a third-party assembly, you can try the suggestion in the API Compatibility Level section below. |
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.Net Framework | Compatible with the .NET Framework 4 (which includes everything in the .NET Standard 2.0 profile plus additional APIs). Choose this option when using libraries that access APIs not included in .NET Standard 2.0. Produces larger builds and any additional APIs available aren’t necessarily supported on all platforms. For more information, refer to Referencing additional class library assemblies. | |
.Net Standard 2.1 | Produces smaller builds and has full cross-platform support. | |
Editor Assemblies Compatibility Level | Select which .NET APIs to use in your Editor assemblies. | |
.NET Framework | Compatible with the .NET Framework 4 (which includes everything in the .NET Standard 2.1 profile plus additional APIs). Choose this option when using libraries that access APIs not included in .NET Standard 2.1. Produces larger builds and any additional APIs available aren’t necessarily supported on all platforms. For more information, refer to Referencing additional class library assemblies. | |
.NET Standard | Compatible with .NET Standard 2.1. Produces smaller builds and has full cross-platform support. | |
IL2CPP Code Generation | Defines how Unity manages IL2CPP code generation. Note: To use this, set Scripting Backend to IL2CPP. |
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C++ Compiler Configuration | Choose the C++ compiler configuration used when compiling IL2CPP generated code. | |
Debug | Debug configuration turns off all optimizations, which makes the code quicker to build but slower to run. | |
Release | Release configuration enables optimizations, so the compiled code runs faster and the binary size is smaller but it takes longer to compile. | |
Master | Master configuration enables all possible optimizations, squeezing every bit of performance possible. For instance, on platforms that use the MSVC++ compiler, this option enables link-time code generation. Compiling code using this configuration can take significantly longer than it does using the Release configuration. Unity recommends building the shipping version of your game using the Master configuration if the increase in build time is acceptable. | |
IL2CPP Stacktrace Information | Choose the information to include in a stack trace. For further details on the information types, refer to Managed stack traces with IL2CPP. | |
Method Name | Include each managed method in the stack trace. | |
Method Name, File Name, and Line Number | Include each managed method with file and line number information in the stack trace. Note: Using this option can increase both the build time and final size of the built program. |
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Use incremental GC | Uses the incremental garbage collector, which spreads garbage collection over several frames to reduce garbage collection-related spikes in frame duration. For more information, refer to Automatic Memory Management. | |
Allow downloads over HTTP | Indicates whether to allow downloading content over HTTP. The default option is Not allowed due to the recommended protocol being HTTPS, which is more secure. | |
Not Allowed | Never allow downloads over HTTP. | |
Allowed in Development Builds | Only allow downloads over HTTP in development builds. | |
Always Allowed | Allow downloads over HTTP in development and release builds. | |
Mute Other Audio Sources | Indicates whether your Unity application should stop audio from applications running in the background. Otherwise, Audio from background applications continues to play alongside your Unity application. | |
Target Architectures | Specifies which architecture to target. | |
ARMv7 | Enable support for ARMv7 architecture. | |
ARM64 | Enable support for ARM64 architecture. Note: This property is enabled only when you set Scripting Backend to IL2CPP. |
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x86–64 (Magic Leap 2) | Enable support for x86–64 architecture. Note: This property is enabled only when you set Scripting Backend to IL2CPP. |
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Enable Armv9 Security Features for Arm64 | Enable Pointer Authentication (PAuth, PAC) and Branch Target Identification (BTI) for ARM64 builds. Note: This property is enabled only when you set ARM64 as the target architecture. |
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Split APKs by target architecture | Enable this option to create a separate APK for each CPU architecture selected in Target Architectures. This makes download size smaller for Google Play Store users. This is primarily a Google Play store feature and may not work in other stores. For more details, refer to Multiple APK Support. | |
Install Location | Specifies application install location on the device (for detailed information, refer to Android Developer documentation on install locations.) | |
Automatic | Let the operating system decide. User will be able to move the app back and forth. | |
Prefer External | Install the application to external storage (SD card) if possible. The operating system doesn’t guarantee it; if not possible, the app will be installed to internal memory. | |
Force Internal | Force the application to be installed to internal memory. The user will be unable to move the app to external storage. | |
Internet Access | Choose whether to always add the networking (INTERNET ) permission to the Android App Manifest, even if you aren’t using any networking APIs. Set to Require by default for development builds. |
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Auto | Only add the internet access permission if you are using a networking API. | |
Require | Always add the internet access permission. | |
Write Permission | Choose whether to enable write access to the external storage (such as the SD card) and add a corresponding permission to the Android App Manifest. Set to External(SDCard) by default for development builds. | |
Internal | Only grant write permission to internal storage. | |
External(SDCard) | Enable write permission to external storage. | |
Filter Touches When Obscured | Enable this option to discard touches received when another visible window is covering the Unity application. This is to prevent tapjacking. | |
Sustained Performance Mode | Enable this option to set a predictable and consistent level of device performance over longer periods of time, without thermal throttling. Overall performance might be lower when this setting is enabled. Based on the Android Sustained Performance API. | |
Maximum Java Heap Size | Set the maximum Java heap size to user for building (in megabytes). Defaults to 4096. | |
Low Accuracy Location | Enable this option to use low accuracy values with Android location APIs instead. | |
Predictive Back Gesture Support | Enable this option to use Android’s OnBackInvokedCallback for handling back events on Android 13 and above. | |
Android TV Compatibility | Enable this option to mark the application as Android TV compatible. | |
Android Game | Enable this option to mark the output package (APK) as a game rather than a regular application. Note: This property is visible only when Android TV Compatibility is set to true. |
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Android Gamepad Support Level | Choose the level of support your application offers for a gamepad. Note: This property is visible only when Android TV Compatibility is set to true. |
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Works with D-Pad | The application is fully operational with a D-pad. No gamepad is needed. | |
Supports Gamepad | The application works with a gamepad, but doesn’t require it. | |
Requires Gamepad | The application requires a gamepad to use. | |
Warn about App Bundle size | Enable this option to receive a warning when the size of the Android App Bundle exceeds a certain threshold. This option is selected by default and you can only configure it if you select Build Type as Release and enable the Build App Bundle (Google Play) option in the Build settings. | |
App Bundle size threshold | Enter a size in MB. When your App Bundle exceeds this size, Unity displays a warning and suggests to perform full size validation for the generated release App Bundle according to Google Play maximum size limits. | |
Warn about Symbols size | Enable this option to receive a warning when the size of the symbols zip package or embedded symbols inside Android App Bundle exceeds a certain threshold. This option is selected by default and you can only configure it if you set the Debug Symbols to Public/Debugging in the Build settings. | |
Symbols size threshold | Enter a size in MB. When your symbols package exceeds this size, Unity displays a warning. | |
Application Entry Point | The application entry points to generate for your application. For more information, refer to Android application entry points. | |
Activity | Generate an Activity application entry point. | |
GameActivity | Generate a GameActivity application entry point. | |
Active Input Handling | Choose how to handle input from users. | |
Input Manager (Old) | Uses the traditional Input settings. | |
Input System Package (New) | Uses the Input system. This option requires you to install the InputSystem package. | |
Both | Use both systems. Note: This option isn’t supported on Android. |
You can choose your mono API compatibility level for all targets. Sometimes a third-party .NET library uses functionality that’s outside of your .NET compatibility level. To understand what’s going on in such cases, and how to best fix it, try following these suggestions:
Frameworks/Mono/lib/mono/YOURSUBSET/
.Property | Description | |
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Shader Precision Model | Select the default precision shaders use. For more information, refer to Use 16-bit precision in shaders. | |
Platform default | Use lower precision on mobile platforms, and full precision on other platforms. | |
Unified | Use lower precision if the platform supports it. | |
Strict shader variant matching | Enable this option to use the error shader for rendering if a shader variant is missing in the Player build and display an error in the console. The error specifies the shader, subshader index, pass, and keywords used for shader variant search | |
Keep Loaded Shaders Alive | Keep all loaded shaders alive and prevent unloading. |
Use these settings to control how much memory shadersA program that runs on the GPU. More info
See in Glossary use at runtime.
Property | Description |
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Default chunk size (MB) | Sets the maximum size of compressed shader variant data chunks Unity stores in your built application for all platforms. The default is 16 . For more information, refer to Shader loading. |
Default chunk count | Sets the default limit on how many decompressed chunks Unity keeps in memory on all platforms. The default is 0 , which means there’s no limit. |
Override | Enables overriding Default chunk size and Default chunk count for this build target. |
Chunk size (MB) | Overrides the value of Default chunk size (MB) on this build target. |
Chunk count | Overrides the value of Default chunk count on this build target. |
Property | Description |
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Scripting Define Symbols | Sets custom compilation flags. For more details, refer to Platform dependent compilation. |
Additional Compiler Arguments | Adds entries to this list to pass additional arguments to the Roslyn compiler. Use one new entry for each additional argument. To create a new entry, click Add (+). To remove an entry, click Remove (-). When you have added all desired arguments, click Apply to include your additional arguments in future compilations. Click Revert to reset this list to the most recent applied state. |
Suppress Common Warnings | Indicates whether to display the C# warnings CS0169 and CS0649. |
Allow ‘unsafe’ Code | Enables support for compiling ‘unsafe’ C# code in a pre-defined assembly (for example, Assembly-CSharp.dll ). For Assembly Definition Files ( .asmdef ), click on one of your .asmdef files and enable the option in the Inspector window that appears. |
Use Deterministic Compilation | Indicates whether to prevent compilation with the -deterministic C# flag. With this setting enabled, compiled assemblies are byte-for-byte the same each time they’re compiled. For more information, refer to C# Compiler Options that control code generation. |
Property | Description | |
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Prebake Collision Meshes | Adds collision data to Meshes at build time. | |
Preloaded Assets | Sets an array of Assets for the player to load on startup. To add new Assets, increase the value of the Size property and then set a reference to the Asset to load in the new Element box that appears. |
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Strip Engine Code | Enable this option if you want the Unity Linker tool to remove code for Unity Engine features that your Project doesn’t use. This setting is only available with the IL2CPP scripting backend. Most apps do not use every available DLL. This option strips out DLLs that your app doesn’t use to reduce the size of the built Player. If your app is using one or more classes that would normally be stripped out under your current settings, Unity displays a debug message when you try to build the app. | |
Managed Stripping Level | Chooses how aggressively Unity strips unused managed (C#) code. When Unity builds your app, the Unity Linker process can strip unused code from the managed DLLs your Project uses. Stripping code can make the resulting executable smaller, but can sometimes remove code that’s in use. For more information about these options and bytecode stripping with IL2CPP, refer to ManagedStrippingLevel. |
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Minimal | Use this to strip class libraries, UnityEngine, Windows Runtime assemblies, and copy all other assemblies. | |
Low | Remove unreachable managed code to reduce build size and Mono/IL2CPP build times. | |
Medium | Run UnityLinker to reduce code size beyond what Low can achieve. You might need to support a custom link.xml file, and some reflection code paths might not behave the same. | |
High | UnityLinker will strip as much code as possible. This will further reduce code size beyond what Medium can achieve but managed code debugging of some methods might no longer work. You might need to support a custom link.xml file, and some reflection code paths might not behave the same. | |
Enable Internal Profiler (Deprecated) | This feature is deprecated and will be retired in a future version of Unity. Use the Profiler window instead (menu: Window > Analytics > Profiler). The Profiler collects application performance data and prints a report to the console. The report contains the number of milliseconds each Unity subsystem takes to execute on each frame, averaged across 30 frames. |
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Vertex Compression | Sets vertex compression per channel. This affects all the meshes in your project. Typically, Vertex Compression is used to reduce the size of mesh data in memory, reduce file size, and improve GPU performance. For more information on how to configure vertex compression and limitations of this setting, refer to Compressing mesh data. |
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Optimize Mesh Data | Enable this option to strip unused vertex attributes from the mesh used in a build. This option reduces the amount of data in the mesh, which can help reduce build size, loading times, and runtime memory usage. Warning: If you have this setting enabled, don’t change material or shader settings at runtime. For more information, refer to PlayerSettings.stripUnusedMeshComponents. |
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Texture Mipmap Stripping | Enables mipmap stripping for all platforms. It strips unused mipmap levels from Textures at build time. Unity determines unused mipmap levels by comparing the mipmap level against the quality settings for the current platform. If a mipmap level is excluded from every quality setting for the current platform, then Unity strips those mipmap levels from the build at build time. If QualitySettings.globalTextureMipmapLimit is set to a mipmap level that has been stripped, Unity will set the value to the closest mipmap level that hasn’t been stripped. |
Select your preferred stack trace method by enabling the option that corresponds to each Log Type (Error, Assert, Warning, Log, and Exception) based on the type of logging you require.
Property | Description |
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None | No logs are ever recorded. |
ScriptOnly | Logs only when running scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info See in Glossary. |
Full | Logs all the time. |
For more information, refer to stack trace logging.
Enable the Clamp BlendShapes (Deprecated) option to clamp the range of blend shape weights in SkinnedMeshRenderers.
Use the following Publishing Settings to configure how Unity builds your Android application.
Note: For security reasons, Unity doesn’t save your Keystore or Project Key passwords.
Use the Keystore Manager window to create, configure, and load your keys and keystores. You can load existing keystores and keys from either the Keystore Manager or the main Android Publishing panel. If you choose to load these from inside the Keystore Manager, Unity automatically fills the Project Keystore and Project Key fields. For further information see documentation on the Keystore Manager.
A keystore is a container that holds signing keys for application security. For details, refer to Android developer documentation: Android keystore system.
Use the Project Keystore settings to choose which keystore to use for the open project. When you load a keystore, Unity loads all the keys in that keystore. To load and use an existing keystore in your open project:
If you don’t have an existing keystore, leave Custom Keystore disabled.
Unity uses a debug keystore to sign your application. A debug keystore is a working keystore. It allows you to sign the application and to test it locally. However, the app store will decline apps signed in this way. This is because the app store is unable to verify the validity and ownership of the application using a debug keystore.
Property | Description |
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Custom Keystore | Enable Custom Keystore to load and use an existing Keystore. |
Select | When Custom Keystore is enabled, use this to select the keystore you want to use. The keystores below the partition in the Select dropdown are stored in a predefined dedicated location. For more details, refer to Choose the keystore location. |
Path | You don’t need to enter your keystore path. Unity provides this based on the keystore you choose. |
Password | Enter your keystore password to load your chosen keystore. |
When you load a keystore, Unity loads all the keys in that keystore. Use the Project Key settings to choose one key from that keystore to use as the active key for the open project.
Property | Description |
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Alias | Select the key you want to use for the open project. |
Password | Enter your key Password. |
By default, Unity builds your application with the manifest files, GradleAn Android build system that automates several build processes. This automation means that many common build errors are less likely to occur. More info
See in Glossary templates and Proguard files provided with the Unity installation. Use the Build section of the Android Publishing Settings to change these.
To use a custom manifest file, Gradle template or Proguard file:
The settings in the Build section only apply to the build process for the current project.
Property | Description |
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Custom Main Manifest | Customizable version of the Android LibraryManifest.xml file. This file contains important metadata about your Android application. For more information about the responsibilities of the Main/Unity Library Manifest refer to Unity Library Manifest. |
Custom Launcher Manifest | Customizable version of the Android LauncherManifest.xml file. This file contains important metadata about your Android application’s launcher. For more information about the responsibilities of the Unity Launcher Manifest refer to Unity Launcher Manifest. |
Custom Main Gradle Template | Customizable version of the mainTemplate.gradle file. This file contains information on how to build your Android application as a library. For more information refer to the documentation on Gradle project files. |
Custom Launcher Gradle Template | Customizable version of the launcherTemplate.gradle file. This file contains instructions on how to build your Android application. For more information refer to the documentation on Gradle project files. |
Custom Base Gradle Template | Customizable version of the baseProjectTemplate.gradle file. This file contains configuration that’s shared between all other templates and Gradle projects. For more information, refer to the documentation on Gradle project files. |
Custom Gradle Properties Template | Customizable version of the gradle.properties file. This file contains configuration settings for the Gradle build environment. This includes: • The JVM (Java Virtual Machine) memory configuration. • A property to allow Gradle to build using multiple JVMs. • A property for choosing the tool to do the minification. • A property to not compress native libs when building an app bundle. |
Custom Gradle Settings Template | Customizable version of the settingsTemplate.gradle file. This file contains declaration of artifact repositories to resolve external dependencies required for your application. |
Custom Proguard File | Customizable version of the proguard.txt file. This file contains configuration settings for the minification process. If minification removes some Java code which should be kept, you should add a rule to keep that code in this file. For more information refer to the documentation on Minification. |
Minification is a process which shrinks, obfuscates and optimizes the code in your application. It can reduce the code size and make the code harder to disassemble. Use the Minify settings to define when and how Unity should apply minification to your build.
In most cases, it’s good practice to only apply minification to release builds, and not debug builds. This is because minification takes time, and can make the builds slower. It can also make debugging more complicated due to the optimization that the code undergoes.
Note: If the Java code is referenced via reflection, the minification process (R8/Proguard) cannot infer that the code is in use and strips that code. You can use Custom Proguard File to retain the code that you require.
The settings in the Minify section only apply to the build process for the current project.
Property | Description |
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Release | Enable this checkbox if you want Unity to minify your application’s code in release builds. |
Debug | Enable this checkbox if you want Unity to minify your application’s code in debug builds. |
Enable the Split Application Binary option to split your output package into main (APK) and expansion (OBB) packages. The Google Play Store requires this if you want to publish applications larger than 100 MB.
Enable this option to include information about dependencies in App Bundle if you’re planning to build your application as Android App Bundle (AAB) for Google Play. For more information, refer to Report App Dependencies section.
Note: You can only interact with this setting if you enable Build App Bundle (Google Play) option in Android Build Settings.
PlayerSettingsAndroid