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Player Settings

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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 to any project you create.
Global Settings that apply to any project you create.
Property: Function:
Cross-Platform Properties
Company Name The name of your company. This is used to locate the preferences file.
Product Name The name that will appear on the menu bar when your game is running and is used to locate the preferences file also.
Default Icon The default icon that the application will have on every platform. You can override this for specific platforms.
Default Cursor The default cursor that the application will have on every supported platform.
Cursor Hotspot Cursor hotspot in pixels from the top left of the default cursor.

Per-Platform Settings

Web-Player

Resolution And Presentation

Property: Function:
Resolution
Default Screen Width Screen Width the player will be generated with.
Default Screen Height Screen Height the plater will be generated with.
Run in background Check this if you don’t want to stop executing your game if the player loses focus.
WebPlayer Template For 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.

Icon

Icons don’t have any meaning for webplayer builds (you can set icons for Native Client builds in the Native Client section of the Player Settings).

Other Settings

Property: Function:
Rendering
Rendering Path This property is shared between Standalone and WebPlayer content.
        Vertex Lit Lowest lighting fidelity, no shadows support. Best used on old machines or limited mobile platforms.
        Forward with Shaders Good support for lighting features; limited support for shadows.
        Deferred Lighting Best support for lighting and shadowing features, but requires certain level of hardware support. Best used if you have many realtime lights. Unity Pro only.
Color Space The color space to be used for rendering
        GammaSpace Rendering Rendering is gamma-corrected
        Linear Rendering Hardware Sampling Rendering is done in linear space
Use Direct3D 11 Use Direct3D 11 for rendering.
Static Batching Set this to use Static batching on your build (Inactive by default in webplayers). Unity Pro only.
Dynamic Batching Set this to use Dynamic Batching on your build (Activated by default).
Streaming
First Streamed Level If you are publishing a Streamed Web Player, this is the index of the first level that will have access to all Resources.Load assets.
Configuration
Scripting Define Symbols Custom compilation flags (see the platform dependent compilation page for details).
Optimization
Optimize Mesh Data Remove any data from meshes that is not required by the material applied to them (tangents, normals, colors, UV).

Standalone

Resolution And Presentation

Property: Function:
Resolution
Default Screen Width Screen Width the stand alone game will be using by default.
Default Screen Height Screen Height the plater will be using by default.
Run in background Check this if you dont want to stop executing your game if it looses focus.
Standalone Player Options
Default is Full Screen Check this if you want to start your game by default in full screen mode.
Capture Single Screen If enabled, standalone games in fullscreen mode will not darken the secondary monitor in multi-monitor setups (This is no longer supported on Mac OS X).
DisplayResolution Dialog
        Disabled No resolution dialog will appear when starting the game.
        Enabled Resolution dialog will always appear when the game is launched.
Hidden by default The resolution player is possible to be opened only if you have pressed the “alt” key when starting the game.
Use Player Log Write a log file with debugging information. If you plan to submit your application to the Mac App Store you will want to leave this option un-ticked. Ticked is the default.
Resizable Window Allow user to resize the standalone player window.
Mac App Store Validation Enable receipt validation for the Mac App Store.
Mac Fullscreen Mode Options for fullscreen mode on Mac builds
        Capture Display Unity will take over the whole display (ie, GUI from other apps will not appear and the user cannot switch apps until fullscreen mode is exited).
        Fullscreen Window Unity runs in a window that covers the whole screen at desktop resolution.
        Fullscreen Window with Menu Bar and Dock As fullscreen window mode but the standard menu bar and dock will also be shown.
Supported Aspect Ratios Aspect Ratios selectable in the Resolution Dialog will be monitor-supported resolutions of enabled items from this list.

Icon

Property: Function:
Override for Standalone Check 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.

Splash Image

Property: Function:
Config Dialog Banner Add your custom splash image that will be displayed when the game is starting.

Other Settings

Property: Function:
Rendering
Rendering Path This property is shared between Standalone and WebPlayer content.
        Vertex Lit Lowest lighting fidelity, no shadows support. Best used on old machines or limited mobile platforms.
        Forward with Shaders Good support for lighting features; limited support for shadows.
        Deferred Lighting Best support for lighting and shadowing features, but requires certain level of hardware support. Best used if you have many realtime lights. Unity Pro only.
Color Space The color space to be used for rendering
        GammaSpace Rendering Rendering is gamma-corrected
        Linear Rendering Hardware Sampling Rendering is done in linear space
Static Batching Set this to use Static batching on your build (Inactive by default in webplayers). Unity Pro only.
Dynamic Batching Set this to use Dynamic Batching on your build (Activated by default).
Configuration
Scripting Define Symbols Custom compilation flags (see the platform dependent compilation page for details).
Optimization
API Compatibility Level See below
        .Net 2.0 .Net 2.0 libraries. Maximum .net compatibility, biggest file sizes
        .Net 2.0 Subset Subset of full .net compatibility, smaller file sizes
Optimize Mesh Data Remove any data from meshes that is not required by the material applied to them (tangents, normals, colors, UV).

API Compatibility Level

You can choose your mono api compatibility level for all targets except the webplayer. Sometimes a 3rd party .net dll will use things that are outside of the .net compatibility level that you would like to use. In order to understand what is going on in such cases, and how to best fix it, get “Reflector” on windows.

  1. Drag the .net assemblies for the api compatilibity level in question into reflector. You can find these in Frameworks/Mono/lib/mono/YOURSUBSET/
  2. Also drag in your 3rd party assembly.
  3. Right click your 3rd party assembly, and select “Analyze”.
  4. In the analysis report, inspect the “Depends on” section. Anything that the 3rd party assembly depends on, but is not available in the .net compatibility level of your choice will be highlighted in red there.

iOS

Resolution And Presentation

Property: Function:
Resolution
Default Orientation (This setting is shared between iOS and Android devices)
        Portrait The device is in portrait mode, with the device held upright and the home button at the bottom.
        Portrait Upside Down The device is in portrait mode but upside down, with the device held upright and the home button at the top.
        Landscape Right The device is in landscape mode, with the device held upright and the home button on the left side.
        Landscape Left The device is in landscape mode, with the device held upright and the home button on the right side.
        Auto Rotation The screen orientation is automatically set based on the physical device orientation.
Auto Rotation settings
        Use Animated Autorotation When checked, orientation change is animated. This only applies when Default orientation is set to Auto Rotation.
Allowed Orientations for Auto Rotation
        Portrait When checked, portrait orientation is allowed. This only applies when Default orientation is set to Auto Rotation.
        Portrait Upside Down When checked, portrait upside down orientation is allowed. This only applies when Default orientation is set to Auto Rotation.
        Landscape Right When checked, landscape right (home button on the left side) orientation is allowed. This only applies when Default orientation is set to Auto Rotation.
        Landscape Left When checked, landscape left (home button is on the right side) orientation is allowed. This only applies when Default orientation is set to Auto Rotation.
Status Bar
Status Bar Hidden Specifies whether the status bar is initially hidden when the application launches.
Status Bar Style Specifies the style of the status bar as the application launches
        Default
        Black Translucent
        Black Opaque
Use 32-bit Display Buffer Specifies if Display Buffer should be created to hold 32-bit color values (16-bit by default). Use it if you see banding, or need alpha in your ImageEffects, as they will create RTs in same format as Display Buffer.
Show Loading Indicator Options for the loading indicator
        Don’t Show No indicator
        White Large Indicator shown large and in white
        White Indicator shown at normal size in white
        Gray Indicator shown at normal size in gray

Icon

Property: Function:
Override for iOS Check if you want to assign a custom icon you would like to be used for your iPhone/iPad game. Different sizes of the icon should fill in the squares below.
Prerendered icon If unchecked iOS applies sheen and bevel effects to the application icon.

Splash Image

Property: Function:
Mobile Splash Screen (Pro-only feature) Specifies texture which should be used for iOS Splash Screen. Standard Splash Screen size is 320x480.(This is shared between Android and iOS)
iPhone 3.5"/Retina (Pro-only feature) Specifies texture which should be used for iOS 3.5" Retina Splash Screen. Splash Screen size is 640x960.
iPhone 4"/Retina (Pro-only feature) Specifies texture which should be used for iOS 4" Retina Splash Screen. Splash Screen size is 640x1136.
iPad Portrait (Pro-only feature) Specifies texture which should be used as iPad Portrait orientation Splash Screen. Standard Splash Screen size is 768x1024.
High Res. iPad Portrait Specifies texture which should be used as the high res iPad Portrait orientation Splash Screen. Standard Splash Screen size is 1536x2048.
iPad Landscape (Pro-only feature) Specifies texture which should be used as iPad Landscape orientation Splash Screen. Standard Splash Screen size is 1024x768.
High res. iPad Landscape (Pro-only feature) Specifies texture which should be used as the high res iPad Landscape orientation Splash Screen. Standard Splash Screen size is 2048x1536.

Other Settings

Property: Function:
Rendering
Static Batching Set this to use Static batching on your build (Activated by default). Pro-only feature.
Dynamic Batching Set this to use Dynamic Batching on your build (Activated by default).
Identification
Bundle Identifier The string used in your provisioning certificate from your Apple Developer Network account(This is shared between iOS and Android)
Bundle Version Specifies 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).
Configuration
Target Device Specifies application target device type.
        iPhone Only Application is targeted for iPhone devices only.
        iPad Only Application is targeted for iPad devices only.
        iPhone + iPad Application is targeted for both iPad and iPhone devices.
Target Resolution Resolution you want to use on your deployed device.(This setting will not have any effect on devices with maximum resolution of 480x320)
        Native(Default Device Resolution) Will use the device native resolution.
        Auto (Best Performance) Chooses resolution automatically, favouring performance over graphic quality.
        Auto (Best Quality) Chooses resolution automatically, favouring graphic quality over performance.
        320p (iPhone) Pre-Retina iPhone display.
        640p (iPhone Retina Display) iPhone with Retina.
        768p (iPad) iPad display.
Graphics Level OpenGL version.
        OpenGL ES 1.x OpenGL ES 1.x versions.
        OpenGL ES 2.0 OpenGL ES 2.0.
Accelerometer Frequency How often the accelerometer is sampled
        Disabled Accelerometer is not sampled
        15Hz 15 samples per second
        30Hz 30 samples per second
        60Hz 60 samples per second
        100Hz 100 samples per second
Override iPod Music If selected, the application will silence user’s iPod music. Otherwise user’s iPod music will continue playing in the background.
UI Requires Persistent WiFi Specifies whether the application requires a Wi-Fi connection. iOS maintains the active Wi-Fi connection open while the application is running.
Exit on Suspend Specifies whether the application should quit when suspended to background on iOS versions that support multitasking.
Scripting Define Symbols Custom compilation flags (see the platform dependent compilation page for details).
Optimization
Api Compatibility Level Specifies active .NET API profile. See below
        .Net 2.0 .Net 2.0 libraries. Maximum .net compatibility, biggest file sizes
        .Net 2.0 Subset Subset of full .net compatibility, smaller file sizes
AOT compilation options Additional AOT compiler options.
SDK Version Specifies iPhone OS SDK version to use for building in Xcode
        Device SDK SDK to run on actual hardware.
        Simulator SDK SDK to run only on the simulator.
Target iOS Version Specifies lowest iOS version where final application will able to run; ranges from iOS 4.0 to 6.0.
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)
        Disabled No reduction is done.
        Strip Assemblies Level 1 size reduction.
        Strip ByteCode Level 2 size reduction (includes reductions from Level 1).
        Use micro mscorlib Level 3 size reduction (includes reductions from Levels 1 and 2).
Script Call Optimization Optionally disable exception handling for a speed boost at runtime
        Slow and Safe Full exception handling will occur with some performance impact on the device
        Fast but no Exceptions No data provided for exceptions on the device, but the game will run faster
Optimize Mesh Data Remove any data from meshes that is not required by the material applied to them (tangents, normals, colors, UV).

Note: If you build for example for iPhone OS 3.2, and then select Simulator 3.2 in Xcode you will get a ton of errors. So you MUST be sure to select a proper Target SDK in Unity Editor.

API Compatibility Level

You can choose your mono api compatibility level for all targets except the webplayer. Sometimes a 3rd party .net dll will use things that are outside of the .net compatibility level that you would like to use. In order to understand what is going on in such cases, and how to best fix it, get “Reflector” on windows.

  1. Drag the .net assemblies for the api compatilibity level in question into reflector. You can find these in Frameworks/Mono/lib/mono/YOURSUBSET/
  2. Also drag in your 3rd party assembly.
  3. Right click your 3rd party assembly, and select “Analyze”.
  4. In the analysis report, inspect the “Depends on” section. Anything that the 3rd party assembly depends on, but is not available in the .net compatibility level of your choice will be highlighted in red there.

Android

Resolution And Presentation

Resolution and presentation for your Android project builds.
Resolution and presentation for your Android project builds.
Property: Function:
Resolution
Default Orientation (This setting is shared between iOS and Android devices)
        Portrait The device is in portrait mode, with the device held upright and the home button at the bottom.
        Portrait Upside Down The device is in portrait mode but upside down, with the device held upright and the home button at the top (only available with Android OS 2.3 and later).
        Landscape Right The device is in landscape mode, with the device held upright and the home button on the left side (only available with Android OS 2.3 and later).
        Landscape Left The device is in landscape mode, with the device held upright and the home button on the right side.
Use 32-bit Display Buffer Specifies if Display Buffer should be created to hold 32-bit color values (16-bit by default). Use it if you see banding, or need alpha in your ImageEffects, as they will create RTs in same format as Display Buffer. Not supported on devices running pre-Gingerbread OS (will be forced to 16-bit).
Use 24-bit Depth Buffer If set Depth Buffer will be created to hold (at least) 24-bit depth values. Use it only if you see ‘z-fighting’ or other artifacts, as it may have performance implications.

Icon

Different icons that your project will have when built.
Different icons that your project will have when built.
Property: Function:
Override for Android Check 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.

Splash Image

Splash image that is going to be displayed when your project is launched.
Splash image that is going to be displayed when your project is launched.
Property: Function:
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 Scaling Specifies how will be the splash image scaling on the device.

Other Settings

Rendering
Static Batching Set this to use Static batching on your build (Activated by default). Pro-only feature.
Dynamic Batching Set this to use Dynamic Batching on your build (Activated by default).
Identification
Bundle Identifier The string used in your provisioning certificate from your Apple Developer Network account(This is shared between iOS and Android)
Bundle Version Specifies 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). (This is 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.
Minimum API Level Minimum API version required to support the build.
Configuration
Graphics Level Select either ES 1.1 (‘fixed function’) or ES 2.0 (‘shader based’) Open GL level. When using the AVD (emulator) only ES 1.x is supported.
Install Location Specifies application install location on the device (for detailed information, please refer to http://developer.android.com/guide/appendix/install-location.html).
        Automatic Let OS decide. User will be able to move the app back and forth.
        Prefer External Install app to external storage (SD-Card) if possible. OS does not guarantee that will be possible; if not, the app will be installed to internal memory.
        Force Internal Force app to be installed into internal memory. User will be unable to move the app to external storage.
Internet Access When set to Require, will enable networking permissions even if your scripts are not using this. Automatically enabled for development builds.
Write Access When set to External (SDCard), will enable write access to external storage such as the SD-Card. Automatically enabled for development builds.
Scripting Define Symbols Custom compilation flags (see the platform dependent compilation page for details).
Optimization
Api Compatibility Level Specifies active .NET API profile. See below.
        .Net 2.0 .Net 2.0 libraries. Maximum .net compatibility, biggest file sizes
        .Net 2.0 Subset Subset 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)
        Disabled No reduction is done.
        Strip Assemblies Level 1 size reduction.
        Strip ByteCode (iOS only) Level 2 size reduction (includes reductions from Level 1).
        Use micro mscorlib Level 3 size reduction (includes reductions from Levels 1 and 2).
Enable “logcat” profiler Enable 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).
Optimize Mesh Data Remove any data from meshes that is not required by the material applied to them (tangents, normals, colors, UV).

API Compatibility Level

You can choose your mono api compatibility level for all targets except the webplayer. Sometimes a 3rd party .net dll will use things that are outside of the .net compatibility level that you would like to use. In order to understand what is going on in such cases, and how to best fix it, get “Reflector” on windows.

  1. Drag the .net assemblies for the api compatilibity level in question into reflector. You can find these in Frameworks/Mono/lib/mono/YOURSUBSET/
  2. Also drag in your 3rd party assembly.
  3. Right click your 3rd party assembly, and select “Analyze”.
  4. In the analysis report, inspect the “Depends on” section. Anything that the 3rd party assembly depends on, but is not available in the .net compatibility level of your choice will be highlighted in red there.

Publishing Settings

Publishing settings for Android Market
Publishing settings for Android Market
Property: Function:
Keystore
        Use Existing Keystore / Create New Keystore Use this to choose whether to create a new Keystore or use an existing one.
        Browse Keystore Lets you select an existing Keystore.
        Keystore password Password for the Keystore.
        Confirm password Password confirmation, only enabled if the Create New Keystore option is chosen.
Key
        Alias Key alias
        Password Password for key alias
        Split Application Binary Flag to split the application into expansion files. Useful only with Google Play Store when the finished build exceeds 50MB.

Note that for security reasons, Unity will save neither the keystore password nor the key password. Also, note that the signing must be done from Unity’s player settings - using jarsigner will not work. The unsigned debug keystore is located by default at ~/.android/debug.keystore on OS X and %USERPROFILE%\.android\debug.keystore on Windows.

Flash

Resolution And Presentation

Property: Function:
Resolution
Default Screen Width Screen Width the player will be generated with.
Default Screen Height Screen Height the plater will be generated with.

Other Settings

Property: Function:
Optimization
Stripping Bytecode can optionally be stripped during the build.
Strip Physics Code Remove physics engine code from the build when not required.
Optimize Mesh Data Remove any data from meshes that is not required by the material applied to them (tangents, normals, colors, UV).

Details

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
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.

Publishing to Mac App Store

Use Player Log enables writing a log file with debugging information. This is useful to find out what happened if there are problems with your game. When publishing games for Apple’s Mac App Store, it is recommended to turn this off, because Apple may reject your submission otherwise. See this manual page for further information about log files.

Use Mac App Store Validation enables receipt validation for the Mac App Store. If this is enabled, your game will only run when it contains a valid receipt from the Mac App Store. Use this when submitting games to Apple for publishing on the App Store. This prevents people from running the game on any computer then the one it was purchased on. Note that this feature does not implement any strong copy protection. In particular, any potential crack against one Unity game would work against any other Unity content. For this reason, it is recommended that you implement your own receipt validation code on top of this using Unity’s plugin feature. However, since Apple requires plugin validation to initially happen before showing the screen setup dialog, you should still enable this check, or Apple might reject your submission.

iOS

Bundle Identifier

The Bundle Identifier string must match the provisioning profile of the game you are building. The basic structure of the identifier is com.CompanyName.GameName. This structure may vary internationally based on where you live, so always default to the string provided to you by Apple for your Developer Account. Your GameName is set up in your provisioning certificates, that are manageable from the Apple iPhone Developer Center website. Please refer to the Apple iPhone Developer Center website for more information on how this is performed.

Stripping Level (Pro-only)

Most games don’t use all necessary dlls. With this option, you can strip out unused parts to reduce the size of the built player on iOS devices. If your game is using classes that would normally be stripped out by the option you currently have selected, you’ll be presented with a Debug message when you make a build.

Script Call Optimization

A good development practice on iOS is to never rely on exception handling (either internally or through the use of try/catch blocks). When using the default Slow and Safe option, any exceptions that occur on the device will be caught and a stack trace will be provided. When using the Fast but no Exceptions option, any exceptions that occur will crash the game, and no stack trace will be provided. However, the game will run faster since the processor is not diverting power to handle exceptions. When releasing your game to the world, it’s best to publish with the Fast but no Exceptions option.

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.

Windows Store Apps

Player Settings
Player Settings

Most of these settings are transferred to Package.appxmanifest when creating Visual Studio solution for the first time.

Note: If you build your project on top of the existing one, Unity won’t overwrite Package.appxmanifest file if it’s already present, that means if you change something in Player Settings be sure to check Package.appxmanifest, if you want Package.appxmanifest to be regenerated, simply delete it, and rebuild your project from Unity.

To read more about App package manifest, please visit http://msdn.microsoft.com/en-us/library/windows/apps/br211474.aspx.

Settings from Packaging, Application UI, Tile, Splash screen, Capabilities directly transfer to settings in Package.appxmanifest file.

Certificate

Every Windows Store App needs a certificate which identifies a developer, Unity will create a default certificate, if you won’t provide your own.

Compilation

As you know, Unity uses Mono when compiling script files, and you can use the API located in .NET 3.5. Compilation Overrides allows you to use .NET for Windows Store Apps (also known as .NET Core) in your C# files, the API is available here.

When Compilation Overrides is set to:

  1. None - C# files are compiled using Mono compiler.
  2. Use .Net Core - C# files are compiled using Microsoft compiler and .NET Core, you can use Windows Runtime API, but classes implemented in C# files aren’t accessible from JS or Boo languages. Note: when using API from Windows Runtime, it’s advisable to wrap the code with NETFX_CORE define, because the API is only avaible when building to Windows Store Apps, and it’s not available in Unity Editor.
  3. Use .Net Core Partially - C# files not located in Plugins, Standard Assets, Pro Standard Assets folders are compiled using Microsoft compiler and .NET Core, all other C# files are compiled using Mono compiler. The advantage is that classes implemented in C# are accessible from JS and Boo languages.

Note: You won’t be able to test .NET Core API in Unity Editor, because it doesn’t have access to .NET Core, so you’ll be able to test the API only when running Windows Store App.

Note: You cannot use .NET Core API in JS or Boo scripts.

Here’s a simple example how to use .NET Core API in scripts.

string GetTemporaryFolder()
{
#if NETFX_CORE
    return Windows.Storage.ApplicationData.Current.TemporaryFolder.Path;
#else
    return "LocalFolder";
#endif
}

Misc

Unprocessed Plugins contains a list of plugins which are ignored by Unity’s preprocessing tools (like SerializationWeaver, AssemblyPreprocessor, rrw), usually you don’t need to modify this list, unless you’re getting an error that Unity’s failed to preprocess your plugin.

What will happen if you’ll add a plugin to this list?

Unity won’t inject additional IL code into your assembly used for serialization purposes, but if you’re plugin isn’t referencing UnityEngine.dll, that’s totally fine, because Unity won’t serialize any data from your plugin.

Independent Input Source

Let’s you enable an option for independent input source, you can read more here. Basically this makes your input more responsive, and usually you want this option to be enabled.

Low Latency Presentation API

Let’s you enable Low Latency Presentation API, basically this create D3D11 swapchain with DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT flag, read more here and should increase input responsiveness. This option is disabled by default because on hardware with older GPU drivers, this option makes game laggy, if you enable this option - be sure to profile your game if the performance is still acceptable.

Capabilities

These options are directly copied to Package.appxmanifest.

Note:_ If you’re build your game on top of previous package, Package.appxmanifest won’t be overwritten.

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