This page details the Player settings specific to the Android platform. For a description of the general Player settings, see the Player settings.
|Set up textures for the Android Adaptive icons in your app.
|Set up textures for the Android Round icons in your app.
|Set up textures for the Android Legacy icons in your app.
|Enable Android Banner
|Enables a custom banner for Android TV builds.
Use the Resolution and Presentation section to customize aspects of the screen’s appearance.
|Choose the full-screen mode. This defines the default window mode at startup.
|Set your app window to the full-screen native resolution of the display. Unity renders app content at the resolution set by script (or by user selection when the built application launches), but scales it to fill the window. When scaling, Unity adds black bars to the rendered output to match the aspect ratio chosen in the Player Settings, so that the content isn’t stretched. This process is called letterboxing.
In this mode the navigation bar is always hidden. This replaces the Start in fullscreen mode option.
|Set your app to a standard, non-full-screen, movable window, the size of which is dependent on the app resolution. In this mode, the window is resizable by default. To disable this, disable the Resizable Window setting.
|Default Window Width
|Set the default width of the application window in pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary. This option is only available if the Fullscreen Mode is set to Windowed.
|Default Window Height
|Set 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
|Set 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
|Set the minimum height of the application window in pixels. This option is only available if the Fullscreen Mode is set to Windowed.
|Enable this option to allow the user to resize the player window.
This option also enables multi-window capabilities in your application on Android phones and tablets. For more information, see Google’s developer documentation.
|Render outside safe area
|Enable this option to allow rendering using all available screen space, including the display cutout (notch) area. For more information, see the display cutout support documentation on the Android developer website.
|Optimized Frame Pacing
|Enable this option to allow Unity to evenly distribute frames for less variance in framerate, creating a smoother gameplay.
Other Resolution and Presentation properties are grouped under these sections:
|Resolution Scaling Mode
|Allows you to set the scaling to be equal to or below the native screen resolution.
|Allows you to scale the device’s screen resolution below its native resolution and show the Target DPI property. Use this to optimize performance and battery life or target a specific DPI setting.
|Ensures that scaling is not applied and the game renders to its native screen resolution.
|Set the resolution of the game screen. Unity downscales the game screen to match this setting if the device’s native screen DPI is higher than this value. The scale is calculated as
min(Target DPI * Factor / Screen DPI, 1). The Factor is controlled by the Resolution Scaling Fixed DPI Factor on the Quality settings.
Note: This option only appears when the Resolution Scaling Mode is set to Fixed DPI.
|Controls whether a blitA shorthand term for “bit block transfer”. A blit operation is the process of transferring blocks of data from one place in memory to another.
See in Glossary is used to render the final image to the screen.
|(Always blit) Make Unity render to an offscreen buffer and then copy to the system framebuffer. This is compatible with most devices, but is usually slower than Never blitting.
|(Never blit) Make Unity render to the framebuffer provided by the OS. If a condition arises during application run time that causes this to fail, the application will print a one-time warning to the device log. Never blitting is usually faster than Always blitting, but it’s not compatible with all devices.
|Make Unity render to the framebuffer provided by the OS, if possible. If a condition is met that prevents your application from rendering to the system framebuffer, the application switches to offscreen rendering and issues a warning to the device console.
Set the Aspect Ratio Mode for the device. You can choose from Legacy Wide Screen (1.86), Native Aspect Ratio, and Custom. When you choose Custom, the Up To field appears.
Set a custom maximum screen width with the Up To property. This property is only available when Aspect Ratio Mode is set to Custom.
Choose the game’s screen orientation from the Default Orientation drop-down menu:
|Home button appears at the bottom.
|Portrait Upside Down
|Home button appears at the top.
|Home button appears on the right side.
|Home button appears on the left side.
|Allow the screen to automatically rotate to any of the orientations specified by the Allowed Orientations for Auto Rotation settings. This is the default.
When you set the orientation to Auto Rotation, the Allowed Orientations for Auto Rotation section appears.
This section is only visible when Default Orientation is set to Auto Rotation.
Because Auto Rotation changes screen orientation to match the device, you may want to limit the screen orientations allowed (for example, locking a device to landscape).
Enable each orientation you want to allow by checking its box in this section:
|Allow portrait orientation.
|Portrait Upside Down
|Allow portrait upside-down orientation.
|Allow landscape right orientation (home button on the left side).
|Allow landscape left orientation (home button is on the right side).
|Use 32-bit Display Buffer
|Enable this option to create a Display Buffer to hold 32-bit color values (16-bit by default). Use it if you see banding, or need alpha in your post-processed effects, 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
|Enable this option to disable the depth and stencil buffersA 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
|Enable this option if you want Unity to render on top of native UI on Android or iOS. The cameraA 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 have to be set to Solid color with an alpha less than 1 for this to have any effect.
|Show Loading Indicator
|Select how the loading indicator should appear. The options are Don’t Show, Large, Inversed Large, Small and Inversed Small.
Above the common Splash Screen settings, you can use the Virtual Reality Splash Image setting to specify a custom splash image for Virtual RealityA system that immerses users in an artificial 3D world of realistic images and sounds, using a headset and motion tracking. More info
See in Glossary displays.
Below the common Splash Screen settings, you can set up an Android-specific Static Splash Image.
Use the Android Splash Screen property to specify the texture that should be used for the Android splash screen. The standard size for the splash screen image is 320x480.
Choose how you want Unity to scale the splash image to fit the device’s screen from the Splash Scaling drop-down menu. The options are:
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.
|Choose which color space should be used for rendering: Gamma or Linear.
See the Linear rendering overview for an explanation of the difference between the two.
|Auto Graphics API
|Disable this option to manually pick and reorder the graphics APIs. (OpenGL). By default this option is enabled, and Unity tries GLES3.2. If the device doesn’t support GLES3.2, Unity falls back to GLES3.1, GLES3 or GLES2. If only GLES3 is in the list, additional checkboxes appear: Require ES3.1, Require ES3.1+AEP and Require ES3.2. These allow you to force the corresponding graphics API.
Important: Unity adds the GLES3/GLES3.1/AEP/3.2 requirement to your Android manifest only if GLES2 is not in the list and the Minimum API Level is set to JellyBean (API level 18) or higher. In this case only, your application does not appear on unsupported devices in the Google Play Store.
|You can add or remove color gamuts for the Android platform 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. When targeting devices with wide color gamut displays, use DisplayP3 to utilize full display capabilities.
|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 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
|Enable this option to use Static batching on your build (enabled by default).
|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
|Enable this option to use Dynamic Batching on your build (enabled by default).
Note: Dynamic batching has no effect when a Scriptable Render Pipeline is active, so this setting is visible only when no Scriptable Render Pipeline asset is set in Graphics Settings.
|Enable this option to use GPU compute skinningThe 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, which frees up CPU resources. Compute Skinning is supported on devices that support OpenGL ES 3.1 or Vulkan. To learn more about GPU compute skinning, see the Wikipedia page on skeletal animation.
|Enable this option to instruct Unity to offload graphics tasks (render loops) to worker threads running on other CPU cores. This reduces the time spent in Camera.Render on the main thread, which is often a bottleneck.
Note: Unity currently only supports Graphics Jobs when using Vulkan and this setting has no effect when using OpenGL ES.
|Choose Low Quality, Normal Quality, or High Quality to set the lightmapA 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 compressionA 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 of the lightmaps.
|Lightmap Streaming Enabled
|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.
|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.
|Protect Graphics Memory
|Check this box to force the graphics buffer to be displayed only through a hardware-protected path. Works only on devices which support it.
|Enable Frame Timing Stats
|Gather statistics on how much time a frame takes on the CPU and GPU.
Enable the SRGB Write Mode option to allow Graphics.SetSRGBWrite() on Vulkan renderer to toggle the sRGB write mode during the frame.
Note: Enabling this feature may reduce performance, especially for tiled GPUs.
|Set the application ID, which uniquely identifies your app on the device and in Google Play Store. The basic structure of the identifier is com.CompanyName.AppName, and can be chosen arbitrarily. This setting is shared between iOS and Android.
|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 (eg, 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 is not 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 BackendA framework that powers scripting in Unity. Unity supports three different scripting backends depending on target platform: Mono, .NET and IL2CPP. Universal Windows Platform, however, supports only two: .NET and IL2CPP. More info
See in Glossary
|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. See the Mono Project website for more information.
|Compiles C# code into CIL, converts the CIL to C++ and then compiles that C++ into native machine code, which executes directly at run time. See IL2CPPA Unity-developed scripting back-end which you can use as an alternative to Mono when building projects for some platforms. More info
See in Glossary for more information.
|API Compatibility Level
|Choose which .NET APIs can be used in your project. This setting can affect compatibility with 3rd-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 2.0 libraries. Maximum .net compatibility, biggest file sizes. Part of the deprecated .NET 3.5 runtime.
|.Net 2.0 Subset
|Subset of full .net compatibility, smaller file sizes. Part of the deprecated .NET 3.5 runtime.
|.Net Standard 2.0
|Compatible with .NET Standard 2.0. Produces smaller builds and has full cross-platform support.
|Compatible with the .NET Framework 4 (which includes everything in the .NET Standard 2.0 profile as well as 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 are not necessarily supported on all platforms. See Referencing additional class library assemblies for more information.
|C++ Compiler Configuration
|Choose the C++ compiler configuration used when compiling IL2CPP generated code.
Note: This property is disabled unless Scripting Backend is set to IL2CPP.
|Use incremental GC
|Use the incremental garbage collector, which spreads garbage collection over several frames to reduce gc-related spikes in frame duration.
|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.
|Select which CPUs you want to allow the application to run on (32-bit ARM, 64-bit ARM, 32-bit x86, and 64-bit x86–64).
Note: Running Android apps in a 64-bit environment has performance benefits and 64-bit apps can address more than 4 GB of memory space.
|Split APKs__ by target architecture (Experimental)__
|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.
|Specifies the target devices on which the APK is allowed to run.
|The APK is allowed to run on all Android and Chrome OS devices.
|Phones and Tablets Only
|The APK is allowed to run on Android phones and tablets, but not on Chrome OS devices.
|Chrome OS Devices Only
|The APK is allowed to run on Chrome OS devices, but not on Android phones or tablets.
|Specifies application install location on the device (for detailed information, refer to Android Developer documentation on install locations.
|Let the operating system decide. User will be able to move the app back and forth.
|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 the application to be installed to internal memory. The user will be unable to move the app to external storage.
|Choose whether to always add the networkingThe Unity system that enables multiplayer gaming across a computer network. More info
See in Glossary (
INTERNET) permission to the Android manifest, even if you are not using any networking APIs. Set to Require by default for development buildsA development build includes debug symbols and enables the Profiler. More info
See in Glossary.
|Only add the internet access permission if you are using a networking API.
|Always add the internet access permission.
|Choose whether to enable write access to the external storage (such as the SD card) and add a corresponding permission to the Android manifest. Set to External(SDCard) by default for development builds.
|Only grant write permission to internal storage.
|Enable write permission to external storage.
|Filter Touches When Obscured
|Enable this option to discard touches received when another visible window is covering the Unity application. This is to prevent tapjacking.
|Sustained Performance Mode
|Enable this option to set a predictable and consistent level of device performance over longer periods of time, without thermal throttling. Overall performance might be lower when this setting is enabled. Based on the Android Sustained Performance API.
|Maximum Java Heap Size
|Set the maximum Java heap size to user for building (in megabytes). Defaults to 4096.
|Low Accuracy Location
|Enable this option to use low accuracy values with Android location APIs instead.
|Android TV Compatibility
|Enable this option to mark the application as Android TV compatible.
|Enable this option to mark the output package (APK) as a game rather than a regular application.
|Android Gamepad Support Level
|Choose the level of support your application offers for a gamepad. The options are Works with D-Pad, Supports Gamepad, and Requires Gamepad.
|Chrome OS Input Emulation
|Chrome OS’s default behaviour is to convert mouse and touchpad input events into touchscreen input events. Un-check this setting to disable the default behavior.
|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.
|Scripting Define Symbols
|Set custom compilation flags. For more details, see Platform dependent compilation.
|Allow ‘unsafe’ Code
|Enable support for compiling ‘unsafe’ C# code in a pre-defined assembly (for example,
For Assembly Definition Files (
.asmdef), click on one of your
.asmdef files and enable the option in the Inspector window that appears.
|Active Input Handling
|Choose how you want to handle input from users.
|Use the traditional Input settings.
|Input System (Preview)
|Use the newer Input system. The Input System is provided as a preview packageA preview package is in development and not yet ready for production. A package in preview might be at any stage of development, from the initial stages to near completion.
See in Glossary for this release. To try a preview of the Input System, install the InputSystem package.
|Use both systems side by side.
You can choose your mono API compatibility level for all targets. Sometimes a 3rd-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:
|Prebake CollisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info
See in Glossary Meshes
|Enable this option to add collision data to Meshes at build time.
|Keep Loaded Shaders Alive
|Enable this option to prevent shadersA program that runs on the GPU. More info
See in Glossary from being unloaded.
|Set 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 (IL2CPP only)
|Specify whether the Unity Linker tool removes code for Unity Engine features that your Project doesn’t use.
|Managed Stripping Level
|Defines how aggressively Unity strips unused managed (C#) code.
When Unity builds your game or application, the Unity Linker process can strip unused code from the managed dynamically linked libraries used in the project. Stripping code can make the resulting executable significantly smaller, but can sometimes mistakenly remove code that is actually used. This setting allows you to choose how aggressively Unity should remove unused code.
|Disabled (Mono only)
|Do not strip any code. (Managed code stripping is always enabled when using IL2CPP.)
|Remove unreachable managed code to reduce build size and Mono/IL2CPP build times.
|Remove code more aggressively than under the Normal option. Code size is further reduced, but this additional reduction may have side effects. For example, some methods may no longer be visible in the debugger and code accessed through reflection can be stripped. You can create a custom link.xml file to preserve specific classes and methods. See Managed bytecode stripping with IL2CPP for more information.
Enable Internal profilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info
See in Glossary (Deprecated)
|Enable this option to get the profiler data from your device in the Android SDK’s adblogcat output while testing your projects. This is only available in development builds.
|Script Call Optimization
|Choose how to optionally disable exception handling for a speed boost at runtime. See iOS Optimization for details.
|Slow and Safe
|Use full exception handling (with some performance impact on the device when using the Mono scripting backend).
|Fast but no Exceptions
|No data provided for exceptions on the device (the game runs faster when using the Mono scripting backend).
Note: If you use this option with the IL2CPP Scripting Backend it won’t impact performance; however, using it can avoid undefined behavior on release builds.
|Set vertex compression per channel. For example, you can enable compression for everything except positions and lightmap UVs. Whole MeshThe 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 compression set per imported object overrides where vertex compression is set on objects. Everything else obeys these vertex compression settings.
|Optimize Mesh Data
|Enable this option to remove any data from Meshes that is not required by the Material applied to them (such as tangents, normals, colors, and UVs).
Select what type of logging to allow in specific contexts.
Check one box that corresponds to each Log Type (Error, Assert, Warning, Log, and Exception) 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 (ScriptOnly) , all the time (Full), or never (None).
Enable the Clamp BlendShapes (Deprecated) option to clamp the range of blend shape weights in SkinnedMeshRenderers.
Use the Publishing Settings to configure how Unity builds your Android app. To open the Publishing Settings, go to Edit > Project Settings, select Player, select the Android icon, and open the Publishing Settings panel.
This section describes the different parts of the Publishing Settings panel and what they do. These include:
Note: For security reasons, Unity doesn’t save your KeystoreAn Android system that lets you store cryptographic key entries for enhanced device security. More info
See in Glossary 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, see 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 of 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.
|Enable Custom Keystore to load and use an existing Keystore.
|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, see Choosing your keystore location.
|You do not need to enter your keystore path. Unity provides this based on the keystore you choose.
|Enter your keystore password to load your chosen keystore.
When you load a keystore, Unity loads all of 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.
|Select the key you want to use for the open project.
|Enter your key Password.
By default, Unity builds your application with the Android manifests, 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 Android manifest, Gradle template or Proguard file:
The settings in the Build section only apply to the build process for the current project.
|Custom Main Manifest
|Customisable version of the Android
LibraryManifest.xml file. This file contains important metadata about your Android application. For further information about the responsibilities of the Main/Library Manifest see documentation on Android Manifest.
|Custom Launcher Manifest
|Customisable version of the Android
LauncherManifest.xml file. This file contains important metadata about your Android application’s launcher. For further information about the responsibilities of the Launcher Manifest see documentation on Android Manifest.
|Custom Main Gradle Template
|Customisable version of the
mainTemplate.gradle file. This file contains information on how to build your Android application as a library. For further information see documentation on Providing a custom Gradle Template.
|Custom Launcher Gradle Template
|Customisable version of the
launcherTemplate.gradle_ file. This file contains instructions on how to build your Android application. For further information see documentation on build.gradle templates.
|Custom Base Gradle Template
|Customisable version of the
baseProjectTemplate.gradle file. This file contains configuration that is shared between all other templates and Gradle projects. For further information see documentation on build.gradle templates.
|Custom Gradle Properties Template
|Customisable 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 Proguard File
|Customisable 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 further information see documentation on Minification.
Minification is a process which shrinks, obfuscates and optimises 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 optimisation that the code undergoes.
The settings in the Minify section only apply to the build process for the current project.
|Choose between Proguard or Gradle (Experimental) if you want Unity to minify your application’s code in Release builds. Choose None if you don’t want to minify your code.
|Choose between Proguard or Gradle (Experimental) if you want Unity to minify your application’s code in Debug builds. Choose None if you don’t want to minify your code.
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.
Note: Built-in support for XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info
See in Glossary SDKs is deprecated and will be retired in a future version of Unity. Use the Unity XR Plug-inA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info
See in Glossary System instead. For more information, see XR Plug-in Architecture.
|Virtual Reality Supported
|Enable this if your application is a virtual reality application, then add the required VR SDKs to the list.
|Virtual Reality SDKs
|Add and remove Virtual Reality SDKs from the list. This list is only available when the Virtual Reality Supported is enabled.
To add an SDK to the list, click the plus (+) button.
To remove an SDK from the list, select it and then click the minus (-) button.
Some of the SDKs provide extra settings that appear here. For details, see XR SDKs.
|Stereo Rendering Mode
|Choose how you want to render for a virtual reality device.
|This is the normal rendering modeA Standard Shader Material parameter that allows you to choose whether the object uses transparency, and if so, which type of blending mode to use. More info
See in Glossary. Unity renders the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary twice: first to render the left-eye image; and then again for the right-eye image.
|Single Pass Multiview or Instanced (Preview)
|Render both eye images at the same time into one packed Render Texture. This means that the whole Scene is only rendered once, which significantly reduces CPU processing time.