Building games for Android devices requires an approach similar to that for iOS development. However, the hardware is not completely standardized across all devices, and this raises issues that don’t normally appear during development for iOS.
You need to have your Android development environment set up before testing your Unity applications on your Android device. Setting up your Android development environment involves the following steps:
Download and install the Java Development Kit (JDK). Unity requires JDK 8 (1.8), 64-bit version.
Download and install the Android Software command line tools.
From the command line tools, use the sdkmanager to install the platform tools, build tools, and Android SDK versions required for your Project.
Connect your device to your computer. The setup process differs for Windows and macOS, and is explained in detail on the Android developer website. Refer to your device manufacturer for specific information about connecting it to your computer.
If you are using the IL2CPP scripting back end, download and install the Android Native Development Kit (NDK). Unity requires version r13b, 64-bit.
The Unity Manual contains a basic outline of the tasks that must be completed before you are able to run code on your Android device, or in the Android emulator. However, the best thing to do is follow the instructions step-by-step from the Android developer portal.
Unity verifies your development environment when building for Android, and prompts you to upgrade or download missing components if necessary. Always use the latest tools available unless a specific version is required by Unity.
Unity provides scripting APIs to access various input data and settings from Android devices.
Refer to the Android scripting page of the Manual for more information.
Use plug-ins to call Android functions written in C/C++ directly from C# scripts (Java functions can be called indirectly).
To find out how to make these functions accessible from within Unity, visit the Android plug-ins page.
Unity includes support for occlusion culling, which is a valuable optimization method for mobile platforms.
Refer to the Occlusion Culling Manual page for more information.
The splash screen displayed while the game launches is customizable on Android.
Refer to the Customizing an Android Splash Screen Manual page for more information.
The Android troubleshooting guide helps you discover the cause of bugs as quickly as possible. If, after consulting the guide, you suspect the problem is being caused by Unity, file a bug report following the Unity bug reporting guidelines.
See the Android bug reporting page for details about filing bug reports.
ETC is the standard texture compression format on Android.
ETC1 is supported on all current Android devices, but it does not support textures that have an alpha channel. ETC2 is supported on all Android devices that support OpenGL ES 3.0. It provides improved quality for RGB textures, and also supports textures with an alpha channel.
By default, Unity uses ETC1 for compressed RGB textures and ETC2 for compressed RGBA textures. If ETC2 is not supported by an Android device, the texture is decompressed at run time. This has an impact on memory usage, and also affects rendering speed.
DXT, PVRTC, ATC, and ASTC are all support textures with an alpha channel. These formats also support higher compression rates and/or better image quality, but they are only supported on a subset of Android devices.
It is possible to create separate Android distribution archives (.apk) for each of these formats and let the Android Market’s filtering system select the correct archives for different devices.
Movie textures are not supported on Android, but full-screen streaming playback is provided via scripting functions.
To learn about supported file formats and scripting API, consult the Movie Texture page.
2017–05–25 Page published with editorial review
Updated functionality in 5.5
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.unity3d.com.
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thanks for helping to make the Unity documentation better!
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.