This page details the Player settings specific to the Android platform. For a description of the general Player settings, see the Player settings.
Documentation for the properties is grouped according to their respective sections in the Player UI:
Свойство: | Функция: |
---|---|
Adaptive | Set up textures for the Android Adaptive icons in your app. |
Round | Set up textures for the Android Round icons in your app. |
Legacy | 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.
Setting | Функция: |
---|---|
Start in fullscreen mode | Hide the navigation bar while the splash screen or first scene loads. When not set, the navigation bar appears while the splash screen or first scene loads. |
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. |
Other Resolution and Presentation properties are grouped under these sections:
Setting | Функция: | |
---|---|---|
Resolution Scaling Mode | Allows you to set the scaling to be equal to or below the native screen resolution. | |
FixedDPI | 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. | |
Disabled | Ensures that scaling is not applied and the game renders to its native screen resolution. | |
Target DPI | 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. |
|
Blit Type | Controls whether a blit is used to render the final image to the screen. | |
Always | (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 | (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. | |
Auto | 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:
Setting | Функция: |
---|---|
Portrait | Home button appears at the bottom. |
Portrait Upside Down | Home button appears at the top. |
Landscape Left | Home button appears on the right side. |
Landscape Right | Home button appears on the left side. |
Auto Rotation | Allow the screen to automatically rotate to any of the orientations specified by the Allowed Orientations for Auto Rotation settings. This is the default. |
Note: This setting is shared between iOS and Android devices.
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:
Setting | Функция: |
---|---|
Portrait | Allow portrait orientation. |
Portrait Upside Down | Allow portrait upside-down orientation. |
Landscape Right | Allow landscape right orientation (home button on the left side). |
Landscape Left | Allow landscape left orientation (home button is on the right side). |
Setting | Функция: |
---|---|
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 Textures in the same format as the Display Buffer. |
Disable Depth and Stencil | Enable this option to disable the depth and stencil buffers. |
Render Over Native UI | Enable this option if you want Unity to render on top of native UI on Android or iOS. The camera’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 Reality 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.
Свойство: | Функция: |
---|---|
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 | Disable this option to manually pick and reorder the graphics APIs from the Open Graphics Library (OpenGL). By default this option is enabled, and Unity tries GLES3.2. If the device does not 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 won’t show up on unsupported devices in Google Play Store. |
Color Gamut | 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. |
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. |
Строка состояния | Enable this option to use Static batching on your build (enabled by default). |
Dynamic Batching | 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. |
GPU Skinning | Enable this option to use OpenGL ES 3 GPU compute skinning, which frees up CPU resources. To learn more about GPU compute skinning, see the Wikipedia page on skeletal animation. |
Graphics Jobs (Experimental) | 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: This feature is experimental. It may not deliver a performance improvement for your project, and may introduce instability. Unity currently only supports Graphics Jobs when using Vulkan and this setting has no effect when using OpenGL ES. |
Lightmap Encoding | Choose N |