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:
Use the Icon section to specify icons to represent your application on the device.
Setting | Description |
---|---|
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.
Property | Description |
---|---|
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.
|
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. |
Minimum Window Width | The minimum width of the application window in pixels. |
Minimum Window Height | The minimum height of the application window in pixels. |
Default Window Width | The default width of the application window in pixels. 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. |
Hide Navigation Bar | Indicates whether to hide the navigation bar that appears at the top of the window. Note: Disable this setting to prevent your application from automatically entering full-screen mode. |
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.
|
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.
Property | Description |
---|---|
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.
|
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 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.
|
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.
Property | Description |
---|---|
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.
|
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. |
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. |
Specifies if and how the loading indicator appears.
Setting | Description |
---|---|
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 |
---|---|
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.
|
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.
|
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 |
---|---|
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 |
---|---|
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. |
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. Note: When the application is in split-screen mode, the native UI behind the application window isn’t rendered. |
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.
Property | Description |
---|---|
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.
|
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 |
---|---|
Color Space | Choose which color space to use for rendering. For more information, refer to Linear rendering overview.
|
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. |
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.
|
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 view 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. |
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. |
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.
|
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 might not deliver a performance improvement for your project, and might introduce new crashes. |
Graphics Jobs Mode | Specify the graphics jobs mode to use in your application. For information about jobs in Unity, refer to Job system overview.
|
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. |
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 |
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. |
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. |
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 property to gather CPU and GPU frame timing data using FrameTimingManager API. If you disable this property, Dynamic ResolutionA Camera setting that allows you to dynamically scale individual render targets to reduce workload on the GPU. More info See in Glossary camera setting can’t use this data to dynamically adjust the resolution to reduce GPU workload. |
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. |
Virtual Texturing (Experimental) | Indicates whether to enable Virtual Texturing. Note: Virtual Texturing isn’t compatible with Android. |
360 Stereo Capture | Indicate whether Unity can capture stereoscopic 360 images and videos. Note: 360 stereoscopic capturing isn’t compatible with Android. |
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 the Platform Settings section of the Build Profiles window. For more information, refer to LoadStoreActionDebugModeSettings. |
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 |
---|---|
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. |
Deny Filter List | Specify criteria to identify which Android devices should not use Vulkan API when running a Unity application. For more information, refer to the documentation on Configure Vulkan API usage. For information on the parameters used to define the rejection criteria, refer to Vulkan Device Filtering Asset reference. Important: Deny Filter List property is obsolete and is no longer available by default in the new projects. This property is available in the Player settings only if you upgrade an existing project that previously used these properties. It is recommended to use the Vulkan Device Filtering Asset which replaces the Deny Filter list. This asset provides an option to import values defined in the Deny Filter list of the existing projects. For more information, refer to Import legacy Allow and Deny Filter List values. |
Allow Filter List | Specify criteria to identify which Android devices should always use the Vulkan graphics API when running a Unity application. For more information, refer to the documentation on Configure Vulkan API usage. For information on the parameters used to define the criteria, refer to Vulkan Device Filtering Asset reference. Important: Allow Filter List property is obsolete and is no longer available by default in the new projects. This property is available in the Player settings only if you upgrade an existing project that previously used these properties. It is recommended to use the Vulkan Device Filtering Asset which replaces the Allow Filter list. This asset provides an option to import values defined in the Allow Filter list of the existing projects. For more information, refer to Import legacy Allow and Deny Filter List values. |
Vulkan Device Filtering Asset | Specifies criteria for Android devices using filter lists to define the following:
Notes:
|
Property | Description |
---|---|
Override Default Package Name | Indicates whether to override the default package name for your application. Enabling this property also enables the following property.
|
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. |
Property | Description |
---|---|
Scripting Backend | Choose the scripting backend you want to use. The scripting backend determines how Unity compiles and executes C# code in your Project.
|
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’re having problems with a third-party assembly, you can try the suggestion in the API Compatibility Level section.
|
Editor Assemblies Compatibility Level | Select which .NET APIs to use in your Editor assemblies.
|
IL2CPP Code Generation | Defines how Unity manages IL2CPP code generation. Note: To use this, set Scripting Backend to IL2CPP. |
C++ Compiler Configuration | Choose the C++ compiler configuration used when compiling IL2CPP generated code.
|
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.
|
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 | Indicate whether to allow downloading content over HTTP. The default option is Not allowed due to the recommended protocol being HTTPS, which is more secure.
|
Mute Other Audio Sources | Indicates whether your Unity application stops 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.
|
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.)
|
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.
|
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.
|
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. |
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.
|
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.
|
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.
|
Application Entry Point | The application entry points to generate for your application. For more information, refer to Android application entry points.
|
Active Input Handling | Choose how to handle input from users.
|
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 |
---|---|
Shader Precision Model | Select the default precision shaders use. For more information, refer to Use 16-bit precision in shaders.
|
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 |
---|---|
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 |
---|---|
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 |
---|---|
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. |
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 | Choose 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.
|
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. |
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. |
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. |
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. For more information, refer to stack trace logging.
Property | Description |
---|---|
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 |
---|---|
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 |
---|---|
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 |
---|---|
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:
|
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, 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. However, minification can strip out code that’s actually needed, so ensure to configure this process correctly. Unity uses Proguard for minification. Use the Minify settings to define when and how Unity should apply minification to your build. For information on Proguard, refer to Proguard manual.
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 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 |
---|---|
Release | Instruct Unity to minify your application’s code in release builds. |
Debug | Instruct 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