This page details the Player settings for the Linux platform. For a description of the general Player settings, see Player SettingsSettings that let you set various player-specific options for the final game built by Unity. More info
See in Glossary.
You can find documentation for the properties in the following sections:
Enable the Override for Windows, Mac, Linux setting to assign a custom icon for your desktop game. You can upload different sizes of the icon to fit each of the squares provided.
This section allows you to customize the screen mode and default size.
|Fullscreen Mode||Choose the full-screen mode. This defines the default window mode at startup.|
|Fullscreen Window||Set your app window to the full-screen native display resolution, covering the whole screen. This mode is also known as borderless full-screen. Unity renders the app content at the resolution set by a script, or the native display resolution if none is set and scales it to fill the window. When scaling, Unity adds black bars to the rendered output to match the display aspect ratioThe relationship of an image’s proportional dimensions, such as its width and height.
See in Glossary to prevent content stretching. This process is called letterboxing. The OS overlay UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary displays on top of the full-screen window (such as IME input windows). All platforms support this mode.
|Exclusive Fullscreen (Windows only)||Set your app to maintain sole full-screen use of a display. Unlike Fullscreen Window, this mode changes the OS resolution of the display to match the app’s chosen resolution. This option is only supported on Windows.|
|Maximized Window (Mac only)||Set the app window to the operating system’s definition of maximized, which is typically a full-screen window with a hidden menu bar and dock on macOS. This option is only supported on macOS. Fullscreen Window is the default setting for other platforms.|
|Windowed||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. Use the Resizable Window setting to disable this. All desktop platforms support this full-screen mode.|
|Default Is Native Resolution||Enable this option to make the game use the default resolution used on the target machine. This option isn’t available if the Fullscreen Mode is set to Windowed.|
|Default Screen Width||Set the default width of the game screen 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 Screen Height||Set the default height of the game screen in pixels. This option is only available if the Fullscreen Mode is set to Windowed.|
|Mac Retina Support||Enable this option to enable support for high DPI (Retina) screens on a Mac. Unity enables this by default. This enhances Projects on a Retina display, but it’s somewhat resource-intensive when active.|
|Run In background||Enable this option to have the game running in the background instead of pausing if the app loses focus.|
Use this section to specify the settings to customize the screen. For example, you can set options for users to resize the screen and specify how many instances can run concurrently.
|Capture Single Screen||Enable this option to ensure desktop games in Fullscreen Mode don’t darken the secondary monitor in multi-monitor setups. This isn’t supported on macOS X.|
|Use Player Log||Enable this option to write a log file with debugging information. Defaults to enabled.
Warning: If you plan to submit your application to the Mac App Store, leave this option disabled. For more information, see Publishing to the Mac App Store.
|Resizable Window||Enable this option to allow resizing of the player window.
Note: If you disable this option, your application can’t use the Windowed Fullscreen Mode.
|Visible in Background||Enable this option to display the application in the background if the Windowed Fullscreen Mode option is used (in Windows).|
|Allow Fullscreen Switch||Enable this option to allow default OS full-screen key presses to toggle between full-screen and windowed modes.|
|Force Single Instance||Enable this option to restrict desktop players to a single concurrent running instance.|
|Supported Aspect Ratios||Enable each aspect ratio that you want to appear in the Resolution Dialog at startup (as long as they are supported by the user’s monitor).|
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 desktop (Windows, Mac, Linux) platforms.
|Color Space||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||Enable this option to use the best Graphics API on the Linux machine it runs on. Disable it to add and remove supported Graphics APIs.|
|Color Gamut||You can add or remove color gamuts for the iOS 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 recent tvOS devices with wide color gamut displays, use DisplayP3 to use full display capabilities. Use Metal Editor Support as a fallback for older devices.
|Multithreaded Rendering||Enable this option to use multithreaded rendering. This is only supported on Metal.|
|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.|
|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
|Check this box to use Dynamic Batching on your build (enabled by default).|
|Compute Skinning||Enable this option to use DX11/ES3 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.
|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 to reduce the time spent in
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). See texture compression format overview for more information on how to pick the right format.
See 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 mapA 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 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 used for normal maps. DXT5nm-style normal maps are of higher quality, but more expensive to decode in shadersA program that runs on the GPU. More info
See in Glossary.
|Lightmap Encoding||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 compression format of the lightmaps.
|HDRhigh dynamic range
See in Glossary CubemapA 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 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.
|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.
|Enable Frame Timing Stats||Enable this option to gather CPU/GPU frame timing statistics.|
|Swap Chain Bit Depth||Select the number of bits in each color channel for swap chain buffers. Only available if HDR Mode is enabled.|
|Bit Depth 10||Unity will use the R10G10B10A2 buffer format and Rec2020 primaries with ST2084 PQ encoding.|
|Bit Depth 16||Unity will use the R16G16B16A16 buffer format and Rec709 primaries with linear color (no encoding).|
|Virtual Texturing||Indicates whether to enable Virtual Texturing.
Note: Virtual Texturing isn’t compatible with Android.
|Shader precision model||Controls the default precision of samplers used in shaders. See Shader data types and precision for more details.|
|360 Stereo Capture||Indicates whether Unity can capture stereoscopic 360 images and videos. When enabled, Unity compiles additional shader variants to support 360 capture (currently only on Windows OSX). When enabled, enable_360_capture keyword is added during the Stereo RenderCubemap call. Note that this keyword is not triggered outside the
|SRGB Write Mode|| Enable this option to allow
|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.|
The properties in this section are only relevant to macOS. For more information, see macOS Player Settings.
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.|
|Mono||Compiles C# code into .NET Common Intermediate Language (CIL) and executes that CIL using a Common Language Runtime. For more information, see MonoA 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 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 you can use 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 Standard||Compatible with .NET Standard 2.0. Produces smaller builds and has full cross-platform support.|
|.Net Framework||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 usng 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.|
|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 may reduce runtime performance, especially 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.
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 garbage collection-related spikes in frame duration. For more information, see documentation on Automatic Memory Management.|
|Allow downloads over HTTP||Choose from the options below 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.|
|Active Input Handling||Choose how you want to handle input from users.|
|Input Manager (old)||Use the default Input window.|
|Input System (Preview)||Use the newer Input system. The Input System is provided as a preview package for this release. To try a preview of the Input System, install the InputSystem package.|
|Both||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 is 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:
|Scripting Define Symbols||Set custom compilation flags. For more details, see the documentation on Platform dependent compilation.|
|Additional Compiler Arguments||Add 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, press the ‘+’ button. To remove an entry, press the ‘-’ button.
When you have added all desired arguments, click the Apply button to include your additional arguments in future compilations.The Revert button resets this list to the most recent applied state.
|Suppress Common Warnings||Disable this setting to display the C# warnings CS0169 and CS0649.|
|Allow ‘unsafe’ Code||Enable support for compiling ‘unsafe’ C# code in a pre-defined assembly (for example,
For Assembly Definition Files (
|Use Deterministic Compilation||Disable this setting 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 documentation.
|Enable Roslyn Analyzers||Disable this setting to compile user-written 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 without Roslyn analyzer DLLs that might be present in your project.
|Prebake Collision Meshes||Enable this option to add collision data to Meshes at build time.|
|Keep Loaded Shaders Alive||When enabled, you cannot unload a shader. See Shader Loading for more information.|
|Preloaded Assets||Set an array of Assets for the player to load on startup.
To add new Assets, increase the value of the Size property, then set a reference to the Asset to load in the new Element box that appears.
|AOT compilation options||Additional options for Ahead of Time (AOT) compilation. This helps optimize the size of the built iOS player.|
|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||Choose how Unity strips unused managed (C#) code.The options are Disabled 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 is in use. For more information about these options, see documentation on Managed code stripping.
For information about bytecode stripping with IL2CPP, see documentation on Managed bytecode stripping with IL2CPP.
|Vertex Compression||Choose the channel that you want to set for compressing meshes under the vertex compression method, which by default, is set to Mixed. 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 information on how to configure vertex compression and limitations of this setting, see [compressing meshes].|
|Optimize Mesh Data||Selecting this option enables stripping of unused vertex attributes from the mesh used in a build.
This reduces the amount of data in the mesh, which might help reduce build size, loading times, and runtime memory usage. However, you must remember to not change material or shader settings at runtime, if you have this setting enabled. See PlayerSettings.stripUnusedMeshComponents for more information.
|Texture MipMap Stripping||Enable this option to enable mipmap stripping for all platforms, which 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.|
Select what type of logging to allow in specific contexts.
Select your preferred logging method from the available options.
See stack trace logging for more information.
|Clamp BlendShapes (Deprecated)||Enable the option to clamp the range of blend shape weights in SkinnedMeshRenderers.|
|Upload Cleared Texture Data||This is a legacy feature and currently not needed because it uses up the bandwidth. By default, this is enabled for debugging purposes. Enabling this setting clears the initial data and automatically uploads the Texture from script to the video memory.|