This page details the Player SettingsA settings manager that lets you set various player-specific options for the final game built by Unity. More info
See in Glossary specific to standalone platforms (Mac OSX, Windows and Linux). A description of the general Player Settings can be found here.
|Fullscreen Mode||Choose the full-screen mode. This defines the default window mode at startup.|
|Fullscreen Window||The Fullscreen Window mode sets your app window to the full-screen native resolution of the display. Unity renders app content at the resolution set by script (or by user selection when the built application launches), but scales it to fill the window. When scaling, Unity adds black bars to the rendered output to match the aspect ratioThe relationship of an image’s proportional dimensions, such as its width and height.
See in Glossary chosen in the Player Settings, so that the content isn’t stretched. This process is called letterboxing.
|Exclusive Fullscreen||Exclusive Fullscreen mode sets your app to maintain sole full-screen use of a display. Unlike Fullscreen Window, this mode changes the OS resolution of the display to match the app’s chosen resolution. Exclusive Fullscreen is only supported on Windows; on other platforms, the setting falls back to Fullscreen Window.|
|Maximized Window||Maximized Window mode sets the app window to the operating system’s definition of “maximized”. On macOS, this means a full-screen window with an auto-hidden menu bar and dock. Maximized Window is only supported on macOS; on other platforms, the setting falls back to Fullscreen Window.|
|Windowed||Windowed mode sets your app to a standard, non-full-screen, movable window, the size of which is dependent on the app resolution. In Windowed mode, the window is resizable by default. To disable this, disable the Player Settings Resizable Window setting.|
|Default Is Native Resolution||Check this box to make the game use the default resolution used on the target machine.|
|Default Screen Width||Default width of the game screen in pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary.
|Default Screen Height||Default height of the game screen in pixels.|
|Mac Retina Support||Check this box to enable support for high DPI (Retina) screens on a Mac. Unity enables this by default. This enhances Projects on a Retina display, but it is somewhat resource-intensive when active.|
|Run in background||Check this box to make the game keep running (rather than pausing) if the app loses focus.|
|Standalone Player Options|
|Capture Single Screen||Check this box to ensure standalone games in fullscreen mode do not darken the secondary monitor in multi-monitor setups. This is not supported on Mac OS X.|
|Display Resolution Dialog||Choose whether the game should start with a dialog to let the user choose the screen resolution. The options are Disabled, Enabled and Hidden by Default (i.e. the option only appears if the alt key is held down at startup).|
|Use Player Log||Check this box to write a log file with debugging information. If you plan to submit your application to the Mac App Store, leave this option un-ticked. Ticked is the default.|
|Resizable Window||Check this box to allow the user to resize the standalone player window.|
|Visible in Background||Check this box to show the application in the background if Fullscreen Windowed mode is used (in Windows).|
|Allow Fullscreen Switch||Check this box to allow default OS full-screen key presses to toggle between full-screen and windowed modes.|
|Force Single Instance||Check this box to restrict standalone players to a single concurrent running instance.|
|Supported Aspect Ratios||Choose the aspect ratios that appear in the Resolution Dialog at startup (as long as they are supported by the user’s monitor).|
|Override for Standalone||Check this box to assign a custom icon to be used for your standalone game. Upload different sizes of the icon to fit each of the squares below the checkbox.|
|Config Dialog Banner||Add a custom splash image to be displayed in the Display Resolution Dialog.|
|Show Unity Splash Screen||Shows the “Made with Unity” Splash Screen when the game is loading .|
|RenderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary
|Color Space||Choose which color space should be used for rendering. The options are Gamma and Linear. See the Unity Manual page on Linear Rendering for a guide to the difference between the two.|
|Auto Graphics API for Windows||Check this box to use the best Graphics API on the Windows machine the game is running on. Uncheck it to add and remove supported Graphics APIs.|
|Auto Graphics API for Mac||Check this box to use the best Graphics API on the Mac the game is running on. Uncheck it to add and remove supported Graphics APIs.|
|Auto Graphics API for Linux||Check this box to use the best Graphics API on the Linux machine it runs on. Uncheck it to add and remove supported Graphics APIs.|
|Metal Editor Support (Experimental)||Makes the Unity Editor use the Metal API and unlocks faster shaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary iteration for targeting the Metal API.
|Metal Restricted Backbuffer Use||Allow improved performance in non-default device orientation. This sets the frameBufferOnly flag on the back buffer, which prevents readback from the back buffer but enables some driver optimization.|
|Static BatchingA technique Unity uses to draw GameObjects on the screen that combines static (non-moving) GameObjects into big Meshes, and renders them in a faster way. More info
See in Glossary
|Check this box to use Static batching.|
|Dynamic BatchingAn automatic Unity process which attempts to render multiple meshes as if they were a single mesh for optimized graphics performance. The technique transforms all of the GameObject vertices on the CPU and groups many similar vertices together. More info
See in Glossary
|Check this box to use Dynamic Batching (activated by default).|
|GPU Skinning||Check this box to enable DX11/ES3 GPU skinningThe process of binding bone joints to the vertices of a character’s mesh or ‘skin’. Performed with an external tool, such as Blender or Autodesk Maya. More info
See in Glossary.
|Graphics Jobs (Experimental)||Check this box to instruct Unity to offload graphics tasks (render loops) to worker threads running on other CPU cores. This is intended to reduce the time spent in
|Lightmap Encoding||Affects the encoding scheme and compressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression3D Graphics hardware requires Textures to be compressed in specialised formats which are optimised for fast Texture sampling. More info
See in Glossary, Animation CompressionThe method of compressing animation data to significantly reduce file sizes without causing a noticable reduction in motion quality. Animation compression is a trade off between saving on memory and image quality. More info
See in Glossary, Audio Compression, Build Compression.
See in Glossary format of the lightmapsA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary. Choose from Normal Quality and High Quality.
|Mac App Store Options||See Delivering your application to the Mac App Store.|
|Scripting Runtime Version||Choose which .NET runtime to use in your project. For more details, see Microsoft’s .NET documentation.|
|.NET 3.5 Equivalent||A .NET runtime which implements the .NET 3.5 API. This is the default scripting runtime.|
|.NET 4.x Equivalent||A .NET runtime which implements the .NET 4 API. This API is newer than .NET 3.5, and as such, it offers access to more APIs, is compatible with more external libraries, and supports C# 6.|
|Scripting BackendA framework that powers scripting in Unity. Unity supports three different scripting backends depending on target platform: Mono, .NET and IL2CPP. Universal Windows Platform, however, supports only two: .NET and IL2CPP. More info
See in Glossary
|Mono2x is the only scripting backend supported on Standalone platforms.|
|API Compatibility Level||There are two options for API compatibility level: .Net 2.0, or .Net 2.0 Subset.|
|Disable HW Statistics||Check this box to instruct the application not to send information about the hardware to Unity (See the Unity Hardware Statistics page for more details).|
|Scripting Define Symbols||use this to set custom compilation flags (see the platform dependent compilation page for more details).|
|Allow ‘unsafe’ Code||Enables support for compiling ‘unsafe’ C# code in a pre-defined assembly (for example, Assembly-CSharp.dll). For Assembly Definition Files (.asmdef), click on one of your .asmdef files and enable the option in the InspectorA Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More info
See in Glossary window that appears.
|.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.|
Prebake Collision__ Meshes|Check this box to add collision__A collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
See in Glossary data to meshes at build time.
|Preload Shaders||Check this box to load shaders when the player starts up.|
|Preloaded Assets||Set an array of assetsAny media or data that can be used in your game or Project. An asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
See in Glossary to be loaded when the player starts up.
|Vertex Compression||Vertex compression can be set per channel. You can, for instance, choose to have compression enabled for everything except positions and lightmap UVs. Whole meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary compression set per imported object will override the vertex compression on objects that have it set, while everything else will obey the vertex compression options/channels set here.
|Optimize Mesh Data||Check this box to remove any data from meshes that is not required by the material applied to them (e.g. tangents, normals, colors, UV).|
You can choose your mono API compatibility level for all targets. 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, install “Reflector” for Windows.
|XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info
See in Glossary Settings
|Virtual Reality Supported||Enable native VR support for the Unity Editor and your game builds.|
|XR Support Installers|
|Vuforia Augmented Reality||Enable use of the Vuforia Software Development Kit. You must have a Vuforia Software License and agree to the terms of that license before the property becomes enabled.|
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 does not scale up to fit the screen selector, it is automatically centered and cropped.
The property Use Player Log enables writing a log file with debugging information. This is useful for investigating problems with your game. However you need to disable this when publishing games for Apple’s Mac App Store, as Apple may reject your submission if it is enabled. See the Unity Manual Log Files page for further information about log files.
The property 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 a different computer to 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.
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