Player Settings
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Unity Manual > Getting Started with Android Development > Player Settings

Player Settings

Player Settings is where you define various parameters (platform specific) for the final game that you will build in Unity. Some of these values for example are used in the Resolution Dialog that launches when you open a standalone game, others are used by XCode when building your game for the iOS devices, so it's important to fill them out correctly.

To see the Player Settings choose Edit->Project Settings->Player from the menu bar.


Global Settings that apply for any project you create.
Cross-Platform Properties
Company NameThe name of your company. This is used to locate the preferences file.
Product NameThe name that will appear on the menu bar when your game is running and is used to locate the preferences file also.
Default IconDefault icon the application will have on every platform (You can override this later for platform specific needs).

Per-Platform Settings

Desktop

Web-Player

Resolution And Presentation


Resolution and presentation for web player builds.
Resolution
Default Screen WidthScreen Width the player will be generated with.
Default Screen HeightScreen Height the plater will be generated with.
Run in backgroundCheck this if you dont want to stop executing your game if the player looses focus.
WebPlayer TemplateFor more information you should check the "Using WebPlayer templates page", note that for each built-in and custom template there will be an icon in this section.
Watermark
Always Display WatermarkCheck this if you want to display Unity's Watermark when the game is running.(This is a shared setting between the WebPlayer and StandAlone Executables)
 
 
Other Settings

Other general settings for Web Player builds.
Rendering
Rendering PathThis property is shared between Standalone and WebPlayer content.
Vertex LitLowest lighting fidelity, no shadows support. Best used on old machines or limited mobile platforms.
Forward with ShadersGood support for lighting features; limited support for shadows.
Deferred LightingBest support for lighting and shadowing features, but requires certain level of hardware support. Best used if you have many realtime lights. Unity Pro only.
Static BatchingSet this to use Static batching on your build (Inactive by default in webplayers). Unity Pro only.
Dynamic BatchingSet this to use Dynamic Batching on your build (Activated by default).
Streaming
First Streamed LevelIf you are publishing a Streamed Web Player, this is the index of the first level that will have access to all Resources.Load assets.

Standalone (and OSX Widget)

Resolution And Presentation


Resolution and presentation for both windows/mac standalone builds.
Resolution
Default Screen WidthScreen Width the stand alone game will be using by default.
Default Screen HeightScreen Height the plater will be using by default.
Run in backgroundCheck this if you dont want to stop executing your game if it looses focus.
Standalone Player Options
Default is Full ScreenCheck this if you want to start your game by default in full screen mode.
Capture Single ScreenIf enabled, standalone games in fullscreen mode will not darken the secondary monitor in multi-monitor setups.
DisplayResolution Dialog
DisabledNo resolution dialog will appear when starting the game.
EnabledResolution dialog will always appear when the game is launched.
Hidden by defaultThe resolution player is possible to be opened only if you have pressed the "alt" key when starting the game.
Supported Aspect RatiosAspect Ratios selectable in the Resolution Dialog will be monitor-supported resolutions of enabled items from this list.
Dashboard Widget Options
Use Alpha in DashboardEnabling this will use the alpha channel rendered in Unity for the transparency of the OSX Dashboard Widget. This allows you to make a dashboard widget with the shape of a mesh for example.
Watermark
Always Display WatermarkCheck this if you want to display Unity's Watermark when the game is running.(This is a shared setting between the WebPlayer and StandAlone Executables)
 
 
Icon

Different icons that your project will have when built.
Override for StandaloneCheck if you want to assign a custom icon you would like to be used for your standalone game. Different sizes of the icon should fill in the squares below.
 
 
SplashImage

Splash image that is going to be displayed when your project is loading all the resources when you execute it.
Config Dialog BannerAdd your custom splash image that will be displayed when the game is starting.
 
 
Other Settings

Other general settings for stand alone builds.
Rendering
Rendering PathThis property is shared between Standalone and WebPlayer content.
Vertex LitLowest lighting fidelity, no shadows support. Best used on old machines or limited mobile platforms.
Forward with ShadersGood support for lighting features; limited support for shadows.
Deferred LightingBest support for lighting and shadowing features, but requires certain level of hardware support. Best used if you have many realtime lights. Unity Pro only.
Static BatchingSet this to use Static batching on your build (Inactive by default in webplayers). Unity Pro only.
Dynamic BatchingSet this to use Dynamic Batching on your build (Activated by default).
API Compatibility Level
.Net 2.0.Net 2.0 libraries. Maximum .net compatibility, biggest file sizes
.Net 2.0 SubsetSubset of full .net compatibility, smaller file sizes

Android

Resolution And Presentation


Resolution and presentation for your Android project builds.
Resolution
Default Orientation(This setting is shared between iOS and Android devices)
PortraitThe device is in portrait mode, with the device held upright and the home button at the bottom.
Portrait Upside DownThe device is in portrait mode but upside down, with the device held upright and the home button at the top.
Landscape RightThe device is in landscape mode, with the device held upright and the home button on the left side.
Landscape LeftThe device is in landscape mode, with the device held upright and the home button on the right side.
 
 
Icon

Different icons that your project will have when built.
Override for AndroidCheck if you want to assign a custom icon you would like to be used for your Android game. Different sizes of the icon should fill in the squares below.
 
 
SplashImage

Splash image that is going to be displayed when your project is launched.
Mobile Splash Screen (Pro-only feature)Specifies texture which should be used by the iOS Splash Screen. Standard Splash Screen size is 320x480.(This is shared between Android and iOS)
Splash ScalingSpecifies how will be the splash image scaling on the device.
 
 
Other Settings

Other general settings for Android builds.
Rendering
Static BatchingSet this to use Static batching on your build (Activated by default). Pro-only feature.
Dynamic BatchingSet this to use Dynamic Batching on your build (Activated by default).
Identification
Bundle IdentifierThe string used in your provisioning certificate from your Apple Developer Network account(This is shared between iOS and Android)
Bundle VersionSpecifies the build version number of the bundle, which identifies an iteration (released or unreleased) of the bundle. This is a monotonically increased string, comprised of one or more period-separated(This is shared between iOS and Android)
Bundle Version CodeAn 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.
Configuration
Device FilterSpecifies the target architecture you are going to build for.
ARMv7 onlyApplication optimized for ARMv7 CPU architecture. It will also enable correct Android Market device filtering, thus recommended for publishing to the Android Market (only devices supporting Unity Android will list the application on the Android Market).
ARMv6 with VPFApplication optimized for ARMv6 CPU architecture (requires VFP support). Use runtime detection of hardware capabilities rather than relying on the Android Market filtering mechanism. It means the application when published to the Android Market will be visible also to devices not supporting Unity Android. Obviously this is not recommended, especially for paid applications (though can be combined with other means of filtering instead, like OpenGLES version).
EmulatorWill create a combined build with support for the Android SDK Emulator.
Graphics LevelSelect either ES 1.1 ('fixed function') or ES 2.0 ('shader based') Open GL level
Force Internet PermissionWill enable networking permissions even if your scripts are not using this. Automatically enabled for development builds.
Force SD-Card PermissionWill enable write access to external storage such as the SD-Card. Automatically enabled for development builds.
Use NativeActivityOnly enable this you intend to support devices with off-screen touch input capabilities, like Xperia Play.
Optimization
Api Compatibility LevelSpecifies active .NET API profile
.Net 2.0.Net 2.0 libraries. Maximum .net compatibility, biggest file sizes
.Net 2.0 SubsetSubset of full .net compatibility, smaller file sizes
Stripping Level (Pro-only feature)Options to strip out scripting features to reduce built player size(This setting is shared between iOS and Android Platforms)
DisabledNo reduction is done.
Strip AssembliesLevel 1 size reduction.
Strip ByteCode (iOS only)Level 2 size reduction (includes reductions from Level 1).
Use micro mscorlibLevel 3 size reduction (includes reductions from Levels 1 and 2).
Enable "logcat" profilerEnable this if you want to get feedback from your device while testing your projects. So adb logcat prints logs from the device to the console (only available in development builds).
Publishing Settings

Publishing settings for Android Market
Keystore
Use Existing Keystore / Create new KeystoreUse this if you are creating a new Keystore or using one you have already.
Browse KeystoreLets you select a generated Keystore.
Key
AliasKey alias
PasswordPassword for key alias
Android Market Licensing (LVL)
Public KeyHere goes the public key provided by the Android developer site.

Details

Desktop

The Player Settings window is where many technical preference defaults are set. See also Quality Settings where the different graphics quality levels can be set up.

Publishing a web player

Default Web Screen Width and Default Web Screen Height determine the size used in the html file. You can modify the size in the html file later.

Default Screen Width and Default Screen Height are used by the Web Player when entering fullscreen mode through the context menu in the Web Player at runtime.

Customizing your Resolution Dialog


The Resolution Dialog, presented to end-users

You have the option of adding a custom banner image to the Screen Resolution Dialog in the Standalone Player. The maximum image size is 432 x 163 pixels. The image will not be scaled up to fit the screen selector. Instead it will be centered and cropped.

Android

Bundle Identifier

The Bundle Identifier string is the unique name of your application when published to the Android Market and installed on the device. The basic structure of the identifier is com.CompanyName.GameName, and can be chosen arbitrarily. In Unity this field is shared with the iOS Player Settings for convenience.

Stripping Level (Pro-only)

Most games don't use all the functionality of the provided dlls. With this option, you can strip out unused parts to reduce the size of the built player on Android devices.

Page last updated: 2011-02-24