To add a new device to the Device Simulator, you create a device definition and a device overlay.
A device definition is a text file with the
.device
extension in your Unity project. It contains JSON that describes the properties of a device.
A device overlay is an image that contains the border of the device screen, together with notches, punchouts, and any other additions to the screen rectangle. You can optionally use it with a device definition to visualize how hardware elements obstruct the device screen, and to determine when touch inputs fail as a result.
Creating a device definition
A device definition is a JSON file that represents the device. It has both required properties and some optional properties. If a device definition file contains any errors, the errors appear in the Inspector when you select the file.
Schema
version
Indicates the version of the device definition file. Currently, the version is
1
.
screens
A list of objects that each describe a screen to simulate the device for. This must contain at least one screen. For information about the schema of each screen object, see
screen
.
systemInfo
An object that describes the capabilities of the device. The values in this object map to
SystemInfo
. For information about the schema of the systemInfo object, see
systemInfo
.
navigationBarHeight
The height, in pixels, of the on-screen Android navigation bar that appears on some devices when not in fullscreen.
The dpi of the screen.
orientations
A list of objects that each describe an orientation the screen can simulate. If you don’t set a value for this property, the screen supports all orientations. For information about the schema of each orientation object, see
orientation
.
presentation
An object that describes the device overlay. For information about the schema of this object, see
presentation
.
orientation
The screen orientation. The value of this property is a number that maps to the
ScreenOrientation
enum.
safeArea
A
Rect
that determines the safe area of the screen. If you don’t set a value for this property, the simulator assumes the entire screen is safe.
cutouts
A list of
Rect
s that specify areas of the screen that aren’t functional for displaying content.
overlayPath
A relative path from the device definition file to an image to use as the device overlay.
borderSize
The distance, in pixels, from the overlay to where the screen begins.
hasDynamicUniformArrayIndexingInFragmentShaders
See
Device.SystemInfo.hasDynamicUniformArrayIndexingInFragmentShaders
.
supportsShadows
See
Device.SystemInfo.supportsShadows
.
supportsRawShadowDepthSampling
See
Device.SystemInfo.supportsRawShadowDepthSampling
.
supportsMotionVectors
See
Device.SystemInfo.supportsMotionVectors
.
supports3DTextures
See
Device.SystemInfo.supports3DTextures
.
supports2DArrayTextures
See
Device.SystemInfo.supports2DArrayTextures
.
supports3DRenderTextures
See
Device.SystemInfo.supports3DRenderTextures
.
supportsCubemapArrayTextures
See
Device.SystemInfo.supportsCubemapArrayTextures
.
copyTextureSupport
See
Device.SystemInfo.copyTextureSupport
.
supportsComputeShaders
See
Device.SystemInfo.supportsComputeShaders
.
supportsGeometryShaders
See
Device.SystemInfo.supportsGeometryShaders
.
supportsTessellationShaders
See
Device.SystemInfo.supportsTessellationShaders
.
supportsInstancing
See
Device.SystemInfo.supportsInstancing
.
supportsHardwareQuadTopology
See
Device.SystemInfo.supportsHardwareQuadTopology
.
supports32bitsIndexBuffer
See
Device.SystemInfo.supports32bitsIndexBuffer
.
supportsSparseTextures
See
Device.SystemInfo.supportsSparseTextures
.
supportedRenderTargetCount
See
Device.SystemInfo.supportedRenderTargetCount
.
supportsSeparatedRenderTargetsBlend
See
Device.SystemInfo.supportsSeparatedRenderTargetsBlend
.
supportedRandomWriteTargetCount
See
Device.SystemInfo.supportedRandomWriteTargetCount
.
supportsMultisampledTextures
See
Device.SystemInfo.supportsMultisampledTextures
.
supportsMultisampleAutoResolve
See
Device.SystemInfo.supportsMultisampleAutoResolve
.
supportsTextureWrapMirrorOnce
See
Device.SystemInfo.supportsTextureWrapMirrorOnce
.
usesReversedZBuffer
See
Device.SystemInfo.usesReversedZBuffer
.
npotSupport
See
Device.SystemInfo.npotSupport
.
maxTextureSize
See
Device.SystemInfo.maxTextureSize
.
maxCubemapSize
See
Device.SystemInfo.maxCubemapSize
.
maxComputeBufferInputsVertex
See
Device.SystemInfo.maxComputeBufferInputsVertex
.
maxComputeBufferInputsFragment
See
Device.SystemInfo.maxComputeBufferInputsFragment
.
maxComputeBufferInputsGeometry
See
Device.SystemInfo.maxComputeBufferInputsGeometry
.
maxComputeBufferInputsDomain
See
Device.SystemInfo.maxComputeBufferInputsDomain
.
maxComputeBufferInputsHull
See
Device.SystemInfo.maxComputeBufferInputsHull
.
maxComputeBufferInputsCompute
See
Device.SystemInfo.maxComputeBufferInputsCompute
.
maxComputeWorkGroupSize
See
Device.SystemInfo.maxComputeWorkGroupSize
.
maxComputeWorkGroupSizeX
See
Device.SystemInfo.maxComputeWorkGroupSizeX
.
maxComputeWorkGroupSizeY
See
Device.SystemInfo.maxComputeWorkGroupSizeY
.
maxComputeWorkGroupSizeZ
See
Device.SystemInfo.maxComputeWorkGroupSizeZ
.
supportsAsyncCompute
See
Device.SystemInfo.supportsAsyncCompute
.
supportsGraphicsFence
See
Device.SystemInfo.supportsGraphicsFence
.
supportsAsyncGPUReadback
See
Device.SystemInfo.supportsAsyncGPUReadback
.
supportsRayTracing
See
Device.SystemInfo.supportsRayTracing
.
supportsSetConstantBuffer
See
Device.SystemInfo.supportsSetConstantBuffer
.
hasMipMaxLevel
See
Device.SystemInfo.hasMipMaxLevel
.
supportsMipStreaming
See
Device.SystemInfo.supportsMipStreaming
.
usesLoadStoreActions
See
Device.SystemInfo.usesLoadStoreActions
.
Minimal device definition
The following device definition contains every required property and no optional properties. This is the minimum device definition you can have.
Note
: This device definition doesn’t provide orientation data, so the simulator assumes the device supports all orientations and that the safe area covers the entire screen.
"friendlyName": "Minimal Device",
"version": 1,
"screens": [
"width": 1080,
"height": 1920,
"dpi": 450.0
"systemInfo": {
"operatingSystem": "Android"
Complete device definition
The following device definition contains every required and optional property.
"friendlyName": "Apple iPhone XR",
"version": 1,
"screens": [
"width": 828,
"height": 1792,
"navigationBarHeight": 0,
"dpi": 326.0,
"orientations": [
"orientation": 1,
"safeArea": {
"serializedVersion": "2",
"x": 0.0,
"y": 68.0,
"width": 828.0,
"height": 1636.0
"cutouts": [
"serializedVersion": "2",
"x": 184.0,
"y": 1726.0,
"width": 460.0,
"height": 66.0
"orientation": 3,
"safeArea": {
"serializedVersion": "2",
"x": 88.0,
"y": 42.0,
"width": 1616.0,
"height": 786.0
"cutouts": [
"serializedVersion": "2",
"x": 0.0,
"y": 184.0,
"width": 66.0,
"height": 460.0
"orientation": 4,
"safeArea": {
"serializedVersion": "2",
"x": 88.0,
"y": 42.0,
"width": 1616.0,
"height": 786.0
"cutouts": [
"serializedVersion": "2",
"x": 1726.0,
"y": 184.0,
"width": 66.0,
"height": 460.0
"presentation": {
"overlayPath": "Apple iPhone 11_Overlay.png",
"borderSize": {
"x": 51.0,
"y": 51.0,
"z": 51.0,
"w": 51.0
"systemInfo": {
"deviceModel": "iPhone11,8",
"deviceType": 1,
"operatingSystem": "iOS 12.0",
"operatingSystemFamily": 0,
"processorCount": 6,
"processorFrequency": 0,
"processorType": "arm64e",
"supportsAccelerometer": true,
"supportsAudio": true,
"supportsGyroscope": true,
"supportsLocationService": true,
"supportsVibration": true,
"systemMemorySize": 2813,
"unsupportedIdentifier": "n/a",
"graphicsDependentData": [
"graphicsDeviceType": 16,
"graphicsMemorySize": 1024,
"graphicsDeviceName": "Apple A12 GPU",
"graphicsDeviceVendor": "Apple",
"graphicsDeviceID": 0,
"graphicsDeviceVendorID": 0,
"graphicsUVStartsAtTop": true,
"graphicsDeviceVersion": "Metal",
"graphicsShaderLevel": 50,
"graphicsMultiThreaded": true,
"renderingThreadingMode": 0,
"hasHiddenSurfaceRemovalOnGPU": true,
"hasDynamicUniformArrayIndexingInFragmentShaders": true,
"supportsShadows": true,
"supportsRawShadowDepthSampling": true,
"supportsMotionVectors": true,
"supports3DTextures": true,
"supports2DArrayTextures": true,
"supports3DRenderTextures": true,
"supportsCubemapArrayTextures": true,
"copyTextureSupport": 31,
"supportsComputeShaders": true,
"supportsGeometryShaders": false,
"supportsTessellationShaders": true,
"supportsInstancing": true,
"supportsHardwareQuadTopology": false,
"supports32bitsIndexBuffer": true,
"supportsSparseTextures": false,
"supportedRenderTargetCount": 8,
"supportsSeparatedRenderTargetsBlend": true,
"supportedRandomWriteTargetCount": 8,
"supportsMultisampledTextures": 1,
"supportsMultisampleAutoResolve": false,
"supportsTextureWrapMirrorOnce": 0,
"usesReversedZBuffer": true,
"npotSupport": 2,
"maxTextureSize": 16384,
"maxCubemapSize": 16384,
"maxComputeBufferInputsVertex": 8,
"maxComputeBufferInputsFragment": 8,
"maxComputeBufferInputsGeometry": 0,
"maxComputeBufferInputsDomain": 8,
"maxComputeBufferInputsHull": 8,
"maxComputeBufferInputsCompute": 8,
"maxComputeWorkGroupSize": 1024,
"maxComputeWorkGroupSizeX": 1024,
"maxComputeWorkGroupSizeY": 1024,
"maxComputeWorkGroupSizeZ": 1024,
"supportsAsyncCompute": false,
"supportsGraphicsFence": true,
"supportsAsyncGPUReadback": true,
"supportsRayTracing": false,
"supportsSetConstantBuffer": true,
"hasMipMaxLevel": true,
"supportsMipStreaming": true,
"usesLoadStoreActions": true,
"supportedTextureFormats": [1, 2, 3, 4, 5],
"supportedRenderTextureFormats": [1, 2, 3, 4, 5],
"ldrGraphicsFormat": 59,
"hdrGraphicsFormat": 74
Creating a device overlay
A device overlay is an image that contains the border of the device screen and other features such as notches, punchouts, and any other additions to the screen rectangle. You can optionally use it with a device definition to visualize how hardware elements obstruct the device screen, and to determine when touch inputs fail as a result.
The Device Simulator interprets transparent pixels as areas of the screen you can tap, and opaque pixels of any other color as areas that the hardware obstructs. The texture itself can be any shape.
The following examples show device overlays for two iPhone models.
Note
: To mimic what you see when you use a device overlay, these examples display Unity’s default skybox in the area of the screen where you can tab. In a real device overlay, these pixels should be transparent.
Using a device overlay
After you create a device overlay texture, to use it with a device definition you must first import the device overlay texture file into your project.
Note
: When the Device Simulator loads a device overlay texture, it attempts to enable
Read/Write
for it. If this isn’t possible, the Device Simulator displays the texture but can’t use the texture to mask input. This means that if you click on notches and other areas of the screen that the device overlay should mask, the Device Simulator detects input. To ensure this doesn’t happen, when you import the device overlay texture, enable
Read/Write
in the Texture Import Settings window.
When the device overlay texture is in your project, open the device definition file and, in the object that defines a screen the device supports, add the
presentation
property. Here, set the path to the image file (
overlayPath
) and the size of the borders (
borderSize
). For an example of how to do this, see the following device definition file:
"friendlyName": "Minimal Device with Overlay",
"version": 1,
"screens": [
"width": 1080,
"height": 1920,
"dpi": 450.0,
"presentation": {
"overlayPath": "Overlays/MinimalDeviceOverlay.png",
"borderSize": {
"x": 51.0,
"y": 51.0,
"z": 51.0,
"w": 130.0
"systemInfo": {
"operatingSystem": "Android"
Note
: The path to the device overlay texture file can be relative to the device definition file, or relative to the directory that contains the
Assets
or
Packages
directory in your Unity project. For example, if the device definition file is in the
Assets/Devices
directory and the device overlay file is in the
Assets/Devices/Overlays
directory, the following file paths are both valid:
Relative to the device definition file:
Overlays/MinimalDeviceOverlay.png
Relative to the directory that contains the
Assets
directory:
Assets/Devices/Overlays/MinimalDeviceOverlay.png