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
:
Resolution and Presentation
Splash Image
Other Settings
Publishing Settings
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).
Resizable Window
Indicates whether the user can resize the application’s window.
This setting enables multi-window capabilities in your application on Android phones and tablets. For more information, refer to
Google’s developer documentation
.
Default Window Width
The default width of the application window in
pixels
The 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
.
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.
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
.
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.
Blit
A 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.
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.
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
.
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.
Allowed Orientations for Auto Rotation
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 switch between landscape left and landscape right.
This section only appears when you set
Default Orientation
to
Auto Rotation
.
Allowed Orientations for Auto Rotation settings for Android.
Portrait
Indicates whether the application supports portrait screen orientation where the bottom of the application’s window aligns with the bottom of the device’s screen.
Portrait Upside Down
Indicates whether the application supports portrait screen orientation where the bottom of the application’s window aligns with the top of the device’s screen.
Landscape Right
Indicates whether the application supports landscape screen orientation where the right side of the application’s window aligns with the top of the device’s screen.
Landscape Left
Indicates whether the application supports landscape screen orientation where the right side of the application’s window aligns with the bottom of the device’s screen.
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 experience banding, or need alpha values in
post-processing effects
. Some
post-processing
A process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field.
More info
post processing, postprocessing, postprocess
See in
Glossary
effects require this because they create
Render Textures
A 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.
Disable Depth and Stencil
Indicates whether to disable depth and
stencil buffers
A memory store that holds an 8-bit per-pixel value. In Unity, you can use a stencil buffer to flag pixels, and then only render to pixels that pass the stencil operation.
More info
See in
Glossary
.
Render Over Native UI
Indicates whether to render on top of native UI on Android or iOS. For this setting to take effect, set your
Camera
A component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture.
More info
See in
Glossary
’s
Clear Flags
to use a solid color with an alpha value lower than 1.
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.
Splash Image
Use the
Virtual Reality Splash Image
setting to select a custom splash image for
Virtual Reality
Virtual 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
.
Splash screen settings for virtual reality.
Below the common Splash Screen settings, you can set up an Android-specific
Static Splash Image
.
Splash screen settings for Android.
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.
Other Settings
This section allows you to customize a range of options organized into the following groups:
Rendering
Vulkan Settings
Identification
Configuration
Shader Settings
Shader Variant Loading Settings
Script Compilation
Optimization
Stack Trace
Legacy
Color Space
Choose which color space should be used for rendering:
Gamma
or
Linear
.
Refer to
Linear rendering overview
for an explanation of the difference between the two.
MSAA Fallback
Select the multi sample
antialiasing
A technique for decreasing artifacts, like jagged lines (jaggies), in images to make them appear smoother.
See in
Glossary
fallback strategy to upgrade or downgrade the sample count if the sample count requested by the user isn’t supported by the device.
Upgrade
The sample count reduces to the nearest supported lower sample count.
Downgrade
The sample count increases to the next higher sample count. If that sample count is not supported, then it reduces to the nearest supported lower sample count.
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/GLES3.1/AEP/3.2 requirement to your Android App Manifest only if GLES2 isn’t in the list of APIs when Auto Graphics API is disabled. In this case only, your application doesn’t appear on unsupported devices in the Google Play Store.
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
.
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
.
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
.
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
A 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
Enable this option to use
Static batching
.
Dynamic Batching
An 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
Check this box to use
Dynamic Batching
on your build (enabled by default).
Sprite
A 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development.
More info
See in
Glossary
Batching Threshold
Controls the maximum vertex threshold used when batching.
GPU Compute Skinning
Calculate
mesh
The main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons.
More info
See in
Glossary
skinning
The process of binding bone joints to the vertices of a character’s mesh or ‘skin’. Performed with an external tool, such as Blender or Autodesk Maya.
More info
See in
Glossary
and blend shapes on the GPU via
shaders
A program that runs on the GPU.
More info
See in
Glossary
to free up CPU resources and 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.
Texture compression format
Choose between ASTC, ETC2 and ETC (ETC1 for RGB, ETC2 for RGBA). Refer to
texture compression format overview
for more information on how to pick the right format.
Refer to
Texture compression settings
for more details on how this interacts with the texture compression setting in the
Build Settings
.
Normal Map Encoding
Choose
XYZ
or
DXT5nm-style
to set the
normal map
A type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry.
See in
Glossary
encoding. This setting affects the encoding scheme and
compression
A method of storing data that reduces the amount of storage space it requires. See
Texture Compression
,
Animation Compression
,
Audio Compression
,
Build Compression
.
See in
Glossary
format used for normal maps.
DXT5nm-style
normal maps are of higher quality, but more expensive to decode in shaders.
Lightmap Encoding
Choose
Low Quality
,
Normal Quality
, or
High Quality
to set the
lightmap
A pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting.
More info
See in
Glossary
encoding. This setting affects the encoding scheme and compression format of the lightmaps.
HDR
high dynamic range
See in
Glossary
Cubemap
A collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back).
More info
See in
Glossary
Encoding
Choose
Low Quality
,
Normal Quality
, or
High Quality
to set the HDR Cubemap encoding. This setting affects the encoding scheme and compression format of the HDR Cubemaps.
Lightmap Streaming
Whether 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 Streaming Quality
setting.
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.
Frame Timing Stats
Enable this option to gather CPU/GPU frame timing statistics.
OpenGL:
Profiler
A 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
See in
Glossary
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
Activate 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.
Virtual Texturing (Experimental)
Indicates whether to enable
Virtual Texturing
.
Note
: Virtual Texturing isn’t compatible with Android.
360 Stereo Capture
Indicates whether Unity can capture stereoscopic 360 images and videos.
Load/Store Action Debug Mode
Highlights undefined pixels that may cause rendering problems on mobile platforms. This affects the Unity Editor Game view, and your built application if you select
Development Build
A development build includes debug symbols and enables the Profiler.
More info
See in
Glossary
in Build Settings. Refer to
LoadStoreActionDebugModeSettings
.
Editor Only
Highlights undefined pixels in the Game view in the Editor, but not your built application.
Note
: This option is visible only when
Load/Store Action Debug Mode
is active.
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.
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
.
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
.
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.
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.
Scripting Backend
Choose the scripting backend you want to use. The scripting backend determines how Unity compiles and executes C# code in your Project.
Compiles C# code into .NET Common Intermediate Language (CIL) and executes that CIL using a Common Language Runtime. For more information, refer to
Mono
A scripting backend used in Unity.
More info
See in
Glossary
.
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
IL2CPP
A 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
.
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.
.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. Refer to
Referencing additional class library assemblies
for more information.
.Net Standard 2.1
Produces smaller builds and has full cross-platform support.
IL2CPP Code Generation
Defines how Unity manages IL2CPP code generation. This option is only available if you use the IL2CPP scripting backend.
Faster runtime
Generates code optimized for runtime performance. This setting is enabled by default.
Faster (smaller) builds
Generates code optimized for build size and iteration. This setting generates less code and produces a smaller build, but can reduce runtime performance for generic code. Use this option when faster build times are important, such as when iterating on changes.
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.
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 options are
Not allowed
,
Allowed in Development builds only
, and
Always allowed
. The default option is
Not allowed
due to the recommended protocol being HTTPS, which is more secure.
Mute Other Audio Sources
Enable this option if you want your Unity application to 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
.
x86 (ChromeOS)
Enable support for x86 architecture.
x86–64 (ChromeOS and Magic Leap 2)
Enable support for x86–64 architecture.
Note
: This property is enabled only when you set
Scripting Backend
to
IL2CPP
.
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.
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 might not work in other stores. For more details, refer to
Multiple APK Support
.
Target Devices
Specifies the target devices on which the APK is allowed to run.
All Devices
The APK is allowed to run on all Android and ChromeOS devices.
Phones, Tablets, and TV Devices Only
The APK is allowed to run on Android phones, tablets, and TVs, but not on ChromeOS devices.
ChromeOS Devices Only
The APK is allowed to run on ChromeOS devices, but not on Android phones or tablets.
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.
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
.
Low Accuracy Location
Enable this option to use low accuracy values with Android location APIs instead.
ChromeOS Input Emulation
Indicates whether ChromeOS converts mouse and touchpad input events into touchscreen input events.
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.
This property is visible only when Android TV Compatibility is set to true.
Android Gamepad Support Level
Choose the level of support your application offers for a gamepad.
This property is visible only when Android TV Compatibility is set to true.
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 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 will display a warning.
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
.
Use both systems.
API Compatibility Level
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:
Install
ILSpy
for Windows.
Drag the .NET assemblies for the API compatibility level that you are having issues with into ILSpy. You can find these under
Frameworks/Mono/lib/mono/YOURSUBSET/
.
Drag in your third-party assembly.
Right-click your third-party assembly and select
Analyze
.
In the analysis report, inspect the
Depends on
section. The report highlights anything that the third-party assembly depends on, but that’s not available in the .NET compatibility level of your choice in red.
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. For more information, refer to
shader loading
.
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.
Scripting Define Symbols
Sets custom compilation flags.
For more details, see
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 identical each time they are compiled.
For more information, see Microsoft’s
deterministic compiler option
.
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 don’t 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. The options are
Minimal
,
Low
,
Medium
, and
High
.
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 significantly smaller, but can sometimes accidentally remove code that’s in use.
For more information about these options and bytecode stripping with IL2CPP, refer to
ManagedStrippingLevel
.
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, refe to
Compressing mesh data
.
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, you should remember to not change material or shader settings at runtime.
For more information, refer to
PlayerSettings.stripUnusedMeshComponents
.
Texture MipMap Stripping
Enables mipmap stripping for all platforms. This strips unused mipmaps from Textures at build time. Unity determines unused mipmaps by comparing the value of the mipmap against the
Quality Settings
for the current platform. If a mipmap value is excluded from every
Quality Setting
for the current platform, then Unity strips those mipmaps from the build at build time. If
QualitySettings.masterTextureLimit
is set to a mipmap value that has been stripped, Unity will set the value to the closest mipmap value that has not been stripped.
ScriptOnly
Logs only when running
scripts
A 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
.
Logs all the time.
Publishing Settings
Use the following Publishing Settings to configure how Unity builds your Android application.
Project Keystore
Project Key
Build
The process of compiling your project into a format that is ready to run on a specific platform or platforms.
More info
See in
Glossary
Minify
Split Application Binary
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, refer to the documentation on the
Keystore Manager
.
Project Keystore
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:
Enable
Custom Keystore
.
Open the
Select
dropdown, select
Browse
, and choose a keystore from your file system.
Enter your
Keystore password
.
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.
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
.
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.
Build
By default, Unity builds your application with the manifest files,
Gradle
An 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:
Enable the appropriate checkbox. Unity creates a default file in your project, and the file location appears below the checkbox.
Open the new file and make your changes.
Save your changes to this file. Unity automatically uses the changes saved to this file next time it builds the application.
The settings in the Build section only apply to the build process for the current project.
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
.
Minify
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.
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.
Split Application Binary
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.
PlayerSettingsAndroid
Android keystores