Version: 2021.1
Simulated classes
Extending the device simulator

Adding a device

To add a new device to the Device Simulator, you create a device definition and a device overlay.

A device definition is a text file with the .device extension in your Unity project. It contains JSON that describes the properties of a device.

A device overlay is an image that contains the border of the device screen, together with notches, punchouts, and any other additions to the screen rectangle. You can optionally use it with a device definition to visualize how hardware elements obstruct the device screen, and to determine when touch inputs fail as a result.

Creating a device definition

A device definition is a JSON file that represents the device. It has both required properties and some optional properties. If a device definition file contains any errors, the errors appear in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary
when you select the file.

Schema

Property Required Description
friendlyName Yes The name to display in the UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary
for this device.
version Yes Indicates the version of the device definition file. Currently, the version is 1.
screens Yes A list of objects that each describe a screen to simulate the device for. This must contain at least one screen. For information about the schema of each screen object, see screen.
systemInfo Yes An object that describes the capabilities of the device. The values in this object map to SystemInfo. For information about the schema of the systemInfo object, see systemInfo.

screen

Property Required Description
width Yes The width, 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
, of the screen.
height Yes The height, in pixels, of the screen.
navigationBarHeight No The height, in pixels, of the on-screen Android navigation bar that appears on some devices when not in fullscreen.
dpi Yes The dpi of the screen.
orientations No A list of objects that each describe an orientation the screen can simulate. If you don’t set a value for this property, the screen supports all orientations. For information about the schema of each orientation object, see orientation.
presentation No An object that describes the device overlay. For information about the schema of this object, see presentation.

orientation

Properties Required Description
orientation Yes The screen orientation. The value of this property is a number that maps to the ScreenOrientation enum.
safeArea No A Rect that determines the safe area of the screen. If you don’t set a value for this property, the simulator assumes the entire screen is safe.
cutouts No A list of Rects that specify areas of the screen that aren’t functional for displaying content.

presentation

Property Required Description
overlayPath No A relative path from the device definition file to an image to use as the device overlay.
borderSize No The distance, in pixels, from the overlay to where the screen begins.

systeminfo

The properties in this object describe the capabilities and system information of the device. Since they describe the system information, many of them map to properties in SystemInfo.

Property Required Description
deviceModel No See Device.SystemInfo.deviceModel.
deviceType No See Device.SystemInfo.deviceType.
operatingSystem Yes See Device.SystemInfo.operatingSystem.
operatingSystemFamily No See Device.SystemInfo.operatingSystemFamily.
processorCount No See Device.SystemInfo.processorCount.
processorFrequency No See Device.SystemInfo.processorFrequency.
processorType No See Device.SystemInfo.processorType.
supportsAccelerometer No See Device.SystemInfo.supportsAccelerometer.
supportsAudio No See Device.SystemInfo.supportsAudio.
supportsGyroscope No See Device.SystemInfo.supportsGyroscope.
supportsLocationService No See Device.SystemInfo.supportsLocationService.
supportsVibration No See Device.SystemInfo.supportsVibration.
systemMemorySize No See Device.SystemInfo.systemMemorySize.
unsupportedIdentifier No See Device.SystemInfo.unsupportedIdentifier.
graphicsDependentData No A list of objects that each describe graphics APIs that the device supports. For information about the schema of each object, see graphicsDependentData.

graphicsDependentData

The properties in the object describe a graphics API that the device supports.

Property Required Description
graphicsDeviceType Yes See Device.SystemInfo.graphicsDeviceType.
graphicsMemorySize No See Device.SystemInfo.graphicsMemorySize.
graphicsDeviceName No See Device.SystemInfo.graphicsDeviceName.
graphicsDeviceVendor No See Device.SystemInfo.graphicsDeviceVendor.
graphicsDeviceID No See Device.SystemInfo.graphicsDeviceID.
graphicsDeviceVendorID No See Device.SystemInfo.graphicsDeviceVendorID.
graphicsUVStartsAtTop No See Device.SystemInfo.graphicsUVStartsAtTop.
graphicsDeviceVersion No See Device.SystemInfo.graphicsDeviceVersion.
graphicsShaderLevel No See Device.SystemInfo.graphicsShaderLevel.
graphicsMultiThreaded No See Device.SystemInfo.graphicsMultiThreaded.
renderingThreadingMode No See Device.SystemInfo.renderingThreadingMode.
hasHiddenSurfaceRemovalOnGPU No See Device.SystemInfo.hasHiddenSurfaceRemovalOnGPU.
hasDynamicUniformArrayIndexingInFragmentShaders No See Device.SystemInfo.hasDynamicUniformArrayIndexingInFragmentShaders.
supportsShadows No See Device.SystemInfo.supportsShadows.
supportsRawShadowDepthSampling No See Device.SystemInfo.supportsRawShadowDepthSampling.
supportsMotionVectors No See Device.SystemInfo.supportsMotionVectors.
supports3DTextures No See Device.SystemInfo.supports3DTextures.
supports2DArrayTextures No See Device.SystemInfo.supports2DArrayTextures.
supports3DRenderTextures No See Device.SystemInfo.supports3DRenderTextures.
supportsCubemapArrayTextures No See Device.SystemInfo.supportsCubemapArrayTextures.
copyTextureSupport No See Device.SystemInfo.copyTextureSupport.
supportsComputeShaders No See Device.SystemInfo.supportsComputeShaders.
supportsGeometryShaders No See Device.SystemInfo.supportsGeometryShaders.
supportsTessellationShaders No See Device.SystemInfo.supportsTessellationShaders.
supportsInstancing No See Device.SystemInfo.supportsInstancing.
supportsHardwareQuadTopology No See Device.SystemInfo.supportsHardwareQuadTopology.
supports32bitsIndexBuffer No See Device.SystemInfo.supports32bitsIndexBuffer.
supportsSparseTextures No See Device.SystemInfo.supportsSparseTextures.
supportedRenderTargetCount No See Device.SystemInfo.supportedRenderTargetCount.
supportsSeparatedRenderTargetsBlend No See Device.SystemInfo.supportsSeparatedRenderTargetsBlend.
supportedRandomWriteTargetCount No See Device.SystemInfo.supportedRandomWriteTargetCount.
supportsMultisampledTextures No See Device.SystemInfo.supportsMultisampledTextures.
supportsMultisampleAutoResolve No See Device.SystemInfo.supportsMultisampleAutoResolve.
supportsTextureWrapMirrorOnce No See Device.SystemInfo.supportsTextureWrapMirrorOnce.
usesReversedZBuffer No See Device.SystemInfo.usesReversedZBuffer.
npotSupport No See Device.SystemInfo.npotSupport.
maxTextureSize No See Device.SystemInfo.maxTextureSize.
maxCubemapSize No See Device.SystemInfo.maxCubemapSize.
maxComputeBufferInputsVertex No See Device.SystemInfo.maxComputeBufferInputsVertex.
maxComputeBufferInputsFragment No See Device.SystemInfo.maxComputeBufferInputsFragment.
maxComputeBufferInputsGeometry No See Device.SystemInfo.maxComputeBufferInputsGeometry.
maxComputeBufferInputsDomain No See Device.SystemInfo.maxComputeBufferInputsDomain.
maxComputeBufferInputsHull No See Device.SystemInfo.maxComputeBufferInputsHull.
maxComputeBufferInputsCompute No See Device.SystemInfo.maxComputeBufferInputsCompute.
maxComputeWorkGroupSize No See Device.SystemInfo.maxComputeWorkGroupSize.
maxComputeWorkGroupSizeX No See Device.SystemInfo.maxComputeWorkGroupSizeX.
maxComputeWorkGroupSizeY No See Device.SystemInfo.maxComputeWorkGroupSizeY.
maxComputeWorkGroupSizeZ No See Device.SystemInfo.maxComputeWorkGroupSizeZ.
supportsAsyncCompute No See Device.SystemInfo.supportsAsyncCompute.
supportsGraphicsFence No See Device.SystemInfo.supportsGraphicsFence.
supportsAsyncGPUReadback No See Device.SystemInfo.supportsAsyncGPUReadback.
supportsRayTracing No See Device.SystemInfo.supportsRayTracing.
supportsSetConstantBuffer No See Device.SystemInfo.supportsSetConstantBuffer.
hasMipMaxLevel No See Device.SystemInfo.hasMipMaxLevel.
supportsMipStreaming No See Device.SystemInfo.supportsMipStreaming.
usesLoadStoreActions No See Device.SystemInfo.usesLoadStoreActions.

Minimal device definition

The following device definition contains every required property and no optional properties. This is the minimum device definition you can have.

Note: This device definition doesn’t provide orientation data, so the simulator assumes the device supports all orientations and that the safe area covers the entire screen.

{
    "friendlyName": "Minimal Device",
    "version": 1,
    "screens": [
        {
            "width": 1080,
            "height": 1920,
            "dpi": 450.0
        }
    ],
    "systemInfo": {
        "operatingSystem": "Android"
    }
}

Complete device definition

The following device definition contains every required and optional property.

{
    "friendlyName": "Apple iPhone XR",
    "version": 1,
    "screens": [
        {
            "width": 828,
            "height": 1792,
            "navigationBarHeight": 0,
            "dpi": 326.0,
            "orientations": [
                {
                    "orientation": 1,
                    "safeArea": {
                        "serializedVersion": "2",
                        "x": 0.0,
                        "y": 68.0,
                        "width": 828.0,
                        "height": 1636.0
                    },
                    "cutouts": [
                        {
                            "serializedVersion": "2",
                            "x": 184.0,
                            "y": 1726.0,
                            "width": 460.0,
                            "height": 66.0
                        }
                    ]
                },
                {
                    "orientation": 3,
                    "safeArea": {
                        "serializedVersion": "2",
                        "x": 88.0,
                        "y": 42.0,
                        "width": 1616.0,
                        "height": 786.0
                    },
                    "cutouts": [
                        {
                            "serializedVersion": "2",
                            "x": 0.0,
                            "y": 184.0,
                            "width": 66.0,
                            "height": 460.0
                        }
                    ]
                },
                {
                    "orientation": 4,
                    "safeArea": {
                        "serializedVersion": "2",
                        "x": 88.0,
                        "y": 42.0,
                        "width": 1616.0,
                        "height": 786.0
                    },
                    "cutouts": [
                        {
                            "serializedVersion": "2",
                            "x": 1726.0,
                            "y": 184.0,
                            "width": 66.0,
                            "height": 460.0
                        }
                    ]
                }
            ],
            "presentation": {
                "overlayPath": "Apple iPhone 11_Overlay.png",
                "borderSize": {
                    "x": 51.0,
                    "y": 51.0,
                    "z": 51.0,
                    "w": 51.0
                }
            }
        }
    ],
    "systemInfo": {
        "deviceModel": "iPhone11,8",
        "deviceType": 1,
        "operatingSystem": "iOS 12.0",
        "operatingSystemFamily": 0,
        "processorCount": 6,
        "processorFrequency": 0,
        "processorType": "arm64e",
        "supportsAccelerometer": true,
        "supportsAudio": true,
        "supportsGyroscope": true,
        "supportsLocationService": true,
        "supportsVibration": true,
        "systemMemorySize": 2813,
        "unsupportedIdentifier": "n/a",
        "graphicsDependentData": [
            {
                "graphicsDeviceType": 16,
                "graphicsMemorySize": 1024,
                "graphicsDeviceName": "Apple A12 GPU",
                "graphicsDeviceVendor": "Apple",
                "graphicsDeviceID": 0,
                "graphicsDeviceVendorID": 0,
                "graphicsUVStartsAtTop": true,
                "graphicsDeviceVersion": "Metal",
                "graphicsShaderLevel": 50,
                "graphicsMultiThreaded": true,
                "renderingThreadingMode": 0,
                "hasHiddenSurfaceRemovalOnGPU": true,
                "hasDynamicUniformArrayIndexingInFragmentShaders": true,
                "supportsShadows": true,
                "supportsRawShadowDepthSampling": true,
                "supportsMotionVectors": true,
                "supports3DTextures": true,
                "supports2DArrayTextures": true,
                "supports3DRenderTextures": true,
                "supportsCubemapArrayTextures": true,
                "copyTextureSupport": 31,
                "supportsComputeShaders": true,
                "supportsGeometryShaders": false,
                "supportsTessellationShaders": true,
                "supportsInstancing": true,
                "supportsHardwareQuadTopology": false,
                "supports32bitsIndexBuffer": true,
                "supportsSparseTextures": false,
                "supportedRenderTargetCount": 8,
                "supportsSeparatedRenderTargetsBlend": true,
                "supportedRandomWriteTargetCount": 8,
                "supportsMultisampledTextures": 1,
                "supportsMultisampleAutoResolve": false,
                "supportsTextureWrapMirrorOnce": 0,
                "usesReversedZBuffer": true,
                "npotSupport": 2,
                "maxTextureSize": 16384,
                "maxCubemapSize": 16384,
                "maxComputeBufferInputsVertex": 8,
                "maxComputeBufferInputsFragment": 8,
                "maxComputeBufferInputsGeometry": 0,
                "maxComputeBufferInputsDomain": 8,
                "maxComputeBufferInputsHull": 8,
                "maxComputeBufferInputsCompute": 8,
                "maxComputeWorkGroupSize": 1024,
                "maxComputeWorkGroupSizeX": 1024,
                "maxComputeWorkGroupSizeY": 1024,
                "maxComputeWorkGroupSizeZ": 1024,
                "supportsAsyncCompute": false,
                "supportsGraphicsFence": true,
                "supportsAsyncGPUReadback": true,
                "supportsRayTracing": false,
                "supportsSetConstantBuffer": true,
                "hasMipMaxLevel": true,
                "supportsMipStreaming": true,
                "usesLoadStoreActions": true,
                "supportedTextureFormats": [1, 2, 3, 4, 5],
                "supportedRenderTextureFormats": [1, 2, 3, 4, 5],
                "ldrGraphicsFormat": 59,
                "hdrGraphicsFormat": 74
            }
        ]
    }
}

Creating a device overlay

A device overlay is an image that contains the border of the device screen and other features such as notches, punchouts, and any other additions to the screen rectangle. You can optionally use it with a device definition to visualize how hardware elements obstruct the device screen, and to determine when touch inputs fail as a result.

The Device Simulator interprets transparent pixels as areas of the screen you can tap, and opaque pixels of any other color as areas that the hardware obstructs. The texture itself can be any shape.

The following examples show device overlays for two iPhone models.

Note: To mimic what you see when you use a device overlay, these examples display Unity’s default skyboxA special type of Material used to represent skies. Usually six-sided. More info
See in Glossary
in the area of the screen where you can tab. In a real device overlay, these pixels should be transparent.

Apple iPhone 8 Overlay Apple iPhone XS Overlay

Using a device overlay

After you create a device overlay texture, to use it with a device definition you must first import the device overlay texture file into your project.

Note: When the Device Simulator loads a device overlay texture, it attempts to enable Read/Write for it. If this isn’t possible, the Device Simulator displays the texture but can’t use the texture to mask input. This means that if you click on notches and other areas of the screen that the device overlay should mask, the Device Simulator detects input. To ensure this doesn’t happen, when you import the device overlay texture, enable Read/Write in the Texture Import Settings window.

When the device overlay texture is in your project, open the device definition file and, in the object that defines a screen the device supports, add the presentation property. Here, set the path to the image file (overlayPath) and the size of the borders (borderSize). For an example of how to do this, see the following device definition file:

{
    "friendlyName": "Minimal Device with Overlay",
    "version": 1,
    "screens": [
        {
            "width": 1080,
            "height": 1920,
            "dpi": 450.0,
            "presentation": {
                "overlayPath": "Overlays/MinimalDeviceOverlay.png",
                "borderSize": {
                    "x": 51.0,
                    "y": 51.0,
                    "z": 51.0,
                    "w": 130.0
                }
            }
        }
    ],
    "systemInfo": {
        "operatingSystem": "Android"
    }
}

Note: The path to the device overlay texture file can be relative to the device definition file, or relative to the directory that contains the Assets or Packages directory in your Unity project. For example, if the device definition file is in the Assets/Devices directory and the device overlay file is in the Assets/Devices/Overlays directory, the following file paths are both valid:

  • Relative to the device definition file: Overlays/MinimalDeviceOverlay.png
  • Relative to the directory that contains the Assets directory: Assets/Devices/Overlays/MinimalDeviceOverlay.png
Simulated classes
Extending the device simulator