| accelerometerFrequency | Accelerometer update frequency. | 
| actionOnDotNetUnhandledException | Sets the crash behavior on .NET unhandled exception. | 
| advancedLicense | Is the advanced version being used? | 
| allowedAutorotateToLandscapeLeft | Is auto-rotation to landscape left supported? | 
| allowedAutorotateToLandscapeRight | Is auto-rotation to landscape right supported? | 
| allowedAutorotateToPortrait | Is auto-rotation to portrait supported? | 
| allowedAutorotateToPortraitUpsideDown | Is auto-rotation to portrait upside-down supported? | 
| allowFullscreenSwitch | If enabled, allows the user to switch between full screen and windowed mode using OS specific keyboard short cuts. | 
| aotOptions | Additional AOT compilation options. Shared by AOT platforms. | 
| applicationIdentifier | The application identifier for the currently selected build target. | 
| bakeCollisionMeshes | Pre bake collision meshes on player build. | 
| bundleVersion | Application bundle version shared between iOS & Android platforms. | 
| captureSingleScreen | Defines if fullscreen games should darken secondary displays. | 
| cloudProjectId | A unique cloud project identifier. It is unique for every project (Read Only). | 
| colorSpace | Set the rendering color space for the current project. | 
| companyName | The name of your company. | 
| cursorHotspot | Default cursor's click position in pixels from the top left corner of the cursor image. | 
| d3d11FullscreenMode | Define how to handle fullscreen mode in Windows standalones (Direct3D 11 mode). | 
| defaultCursor | The default cursor for your application. | 
| defaultInterfaceOrientation | Default screen orientation for mobiles. | 
| defaultIsFullScreen | If enabled, the game will default to fullscreen mode. | 
| defaultScreenHeight | Default vertical dimension of stand-alone player window. | 
| defaultScreenWidth | Default horizontal dimension of stand-alone player window. | 
| defaultWebScreenHeight | Default vertical dimension of web player window. | 
| defaultWebScreenWidth | Default horizontal dimension of web player window. | 
| displayResolutionDialog | Defines the behaviour of the Resolution Dialog on product launch. | 
| enableCrashReportAPI | Enables CrashReport API. | 
| enableInternalProfiler | Enables internal profiler. | 
| forceSingleInstance | Restrict standalone players to a single concurrent running instance. | 
| gpuSkinning | Enable GPU skinning on capable platforms. | 
| graphicsJobMode | Selects the graphics job mode to use on platforms that support both Native and Legacy graphics jobs. | 
| graphicsJobs | Enable graphics jobs (multi threaded rendering). | 
| keyaliasPass | Password for the key used for signing an Android application. | 
| keystorePass | Password used for interacting with the Android Keystore. | 
| logObjCUncaughtExceptions | Are ObjC uncaught exceptions logged? | 
| macFullscreenMode | Define how to handle fullscreen mode in macOS standalones. | 
| macRetinaSupport | Enable Retina support for macOS. | 
| MTRendering | Is multi-threaded rendering enabled? | 
| muteOtherAudioSources | Stops or allows audio from other applications to play in the background while your Unity application is running. | 
| preserveFramebufferAlpha | When enabled, preserves the alpha value in the framebuffer to support rendering over native UI on Android. | 
| productName | The name of your product. | 
| protectGraphicsMemory | Protect graphics memory. | 
| resizableWindow | Use resizable window in standalone player builds. | 
| resolutionDialogBanner | The image to display in the Resolution Dialog window. | 
| runInBackground | If enabled, your game will continue to run after lost focus. | 
| scriptingRuntimeVersion | The scripting runtime version setting. Change this to set the version the Editor uses and restart the Editor to apply the change. | 
| statusBarHidden | Returns if status bar should be hidden. Supported on iOS only; on Android, the status bar is always hidden. | 
| stereoRenderingPath | Active stereo rendering path | 
| stripEngineCode | Remove unused Engine code from your build (IL2CPP-only). | 
| strippingLevel | Managed code stripping level. | 
| stripUnusedMeshComponents | Should unused Mesh components be excluded from game build? | 
| use32BitDisplayBuffer | 32-bit Display Buffer is used. | 
| useAnimatedAutorotation | Let the OS autorotate the screen as the device orientation changes. | 
| useHDRDisplay | Switch display to HDR mode (if available). | 
| useMacAppStoreValidation | Enable receipt validation for the Mac App Store. | 
| usePlayerLog | Write a log file with debugging information. | 
| virtualRealitySplashScreen | Virtual Reality specific splash screen. | 
| virtualRealitySupported | Enable Virtual Reality support on the current build target. | 
| visibleInBackground | On Windows, show the application in the background if Fullscreen Windowed mode is used. | 
| xboxEnableAvatar | Xbox 360 Avatars. |