This page details the Player settings specific to Windows. For a description of the general Player settings, see Player SettingsSettings that let you set various player-specific options for the final game built by Unity. More info
See in Glossary.
You can find documentation for the properties in the following sections:
Enable the Override for Windows, Mac, Linux setting to assign a custom icon for your desktop game. You can upload different sizes of the icon to fit each of the squares provided.
This section allows you to customize the screen mode and default size.
|Fullscreen Mode||Choose the full-screen mode. This defines the default window mode at startup.|
|Fullscreen Window||Set your app window to the full-screen native display resolution, covering the whole screen. This mode is also known as borderless full-screen. Unity renders the app content at the resolution set by a script, or the native display resolution if none is set and scales it to fill the window. When scaling, Unity adds black bars to the rendered output to match the display aspect ratioThe relationship of an image’s proportional dimensions, such as its width and height.
See in Glossary to prevent content stretching. This process is called letterboxing. The OS overlay UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary displays on top of the full-screen window (such as IME input windows). All platforms support this mode.
|Exclusive Fullscreen (Windows only)||Set 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. This option is only supported on Windows.|
|Maximized Window (Mac only)||Set the app window to the operating system’s definition of maximized, which is typically a full-screen window with a hidden menu bar and dock on macOS. This option is only supported on macOS. Fullscreen Window is the default setting for other platforms.|
|Windowed||Set your app to a standard, non-full-screen movable window, the size of which is dependent on the app resolution. In this mode, the window is resizable by default. Use the Resizable Window setting to disable this. All desktop platforms support this full-screen mode.|
|Default Is Native Resolution||Enable this option to make the game use the default resolution used on the target machine. This option isn’t available if the Fullscreen Mode is set to Windowed.|
|Default Screen Width||Set the 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. This option is only available if the Fullscreen Mode is set to Windowed.
|Default Screen Height||Set the default height of the game screen in pixels. This option is only available if the Fullscreen Mode is set to Windowed.|
|Mac Retina Support||Enable this option 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’s somewhat resource-intensive when active.|
|Run In background||Enable this option to have the game running in the background instead of pausing if the app loses focus.|
This section allows you to specify how the user can customize the screen. For example, here you can determine whether the user can resize the screen and how many instances can run concurrently.
|Capture Single Screen||Enable this option to ensure standalone games in Fullscreen Mode do not darken the secondary monitor in multi-monitor setups.|
|Use Player Log||Enable this option to write a log file with debugging information. Defaults to enabled.|
|Resizable Window||Enable this option to allow resizing of the desktop player window.
Note: If you disable this option, your application can’t use the Windowed Fullscreen Mode.
|Visible in Background||Enable this option to show the application in the background if Windowed Fullscreen Mode is used (in Windows).|
|Allow Fullscreen Switch||Enable this option to allow default OS full-screen key presses to toggle between full-screen and windowed modes.|
|Force Single Instance||Enable this option to restrict desktop players to a single concurrent running instance.|
|Use DXGI flip model swap chain for D3D11||Using the flip model ensures the best performance. This setting affects the D3D11 graphics API. Disable this option to fall back to the Windows 7-style BitBlt model. For more information, see PlayerSettings.useFlipModelSwapchain.|
Use the Virtual Reality Splash Image setting to select a custom splash image for Virtual RealityA system that immerses users in an artificial 3D world of realistic images and sounds, using a headset and motion tracking. More info
See in Glossary displays. For information on common Splash Screen settings, see Splash Screen.
This section allows you to customize a range of options organized into the following groups:
Use these settings to customize how Unity renders your game for desktop platforms.
|Color Space||Choose which color space should be used for rendering: Gamma or Linear.
See the Linear rendering overview for an explanation of the difference between the two.
|Auto Graphics API for Windows||Enable this option to use the best Graphics API on the Windows machine the game is running on. Disable it to add and remove supported Graphics APIs.|
|Auto Graphics API for Mac||Enable this option to use the best Graphics API on the Mac the game is running on. Disable it to add and remove supported Graphics APIs. Windows does not support this property.|
|Auto Graphics API for Linux||Enable this option to use the best Graphics API on the Linux machine it runs on. Disable it to add and remove supported Graphics APIs.|
|Color Gamut for Mac||You can add or remove color gamuts for the Mac platform to use for rendering. Click the plus (+) icon to see a list of available gamuts. A color gamut defines a possible range of colors available for a given device (such as a monitor or screen). The sRGB gamut is the default (and required) gamut. Windows does not support this property.|
|Metal API Validation||Enable this option when you need to debug Shader issues.
Note: Validation increases CPU usage, so use it only for debugging.
|Metal Write-Only Backbuffer||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.|
|Memoryless Depth||Choose when to use memoryless render textures. Memoryless render textures are temporarily stored in the on-tile memory when rendered, not in CPU or GPU memory. This reduces memory usage of your app but you cannot read or write to these render textures.
Note: Memoryless render textures are only supported on iOS, tvOS 10.0+ Metal and Vulkan. Render textures are read/write protected and stored in CPU or GPU memory on other platforms.
|Unused||Never use memoryless framebuffer depth.|
|Forced||Always use memoryless framebuffer depth.|
|Automatic||Let Unity decide when to use memoryless framebuffer depth.|
|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
|Enable this option 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
|Enable this option to use Dynamic Batching on your build (enabled by default).
Note: Dynamic batching has no effect when a Scriptable Render Pipeline is active, so this setting is only visible when nothing is set in the Scriptable Render Pipeline Asset Graphics setting.
|Compute Skinning||Enable this option to enable DX11/ES3 GPU compute 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, freeing up CPU resources.
|Graphics Jobs||Enable this option 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||Choose Normal Quality or High Quality to set the lightmapA 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 encoding. This setting affects the encoding scheme and compressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
See in Glossary format of the lightmaps.
|HDRhigh dynamic range
See in Glossary CubemapA collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). More info
See in Glossary Encoding
|Choose Low Quality, Normal Quality, or High Quality to set the HDR Cubemap encoding. This setting affects the encoding scheme and compression format of the HDR Cubemaps.|
|Lightmap Streaming||Whether to use Mipmap Streaming for lightmaps. Unity applies this setting to all lightmaps when it generates them.
Note: To use this setting, you must enable the Texture Streaming Quality setting.
|Streaming Priority||Set the priority for all lightmaps in the Mipmap Streaming system. Unity applies this setting to all lightmaps when it generates them.
Positive numbers give higher priority. Valid values range from –128 to 127.
|Frame Timing Stats||Enable this property to gather CPU and GPU frame time statistics. Use this together with the Dynamic ResolutionA Camera setting that allows you to dynamically scale individual render targets, to reduce workload on the GPU. More info
See in Glossary cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary setting to determine if your application is CPU or GPU bound.
|Use Display In HDR Mode (Windows Only)||Enable this checkbox to make the game automatically switch to HDR mode output when it runs. This only works on displays that support this feature. If the display does not support HDR mode, the game runs in standard mode.|
|Swap Chain Bit Depth||Select the number of bits in each color channel for swap chain buffers. Only available if HDR Mode is enabled.|
|Bit Depth 10||Unity will use the R10G10B10A2 buffer format and Rec2020 primaries with ST2084 PQ encoding.|
|Bit Depth 16||Unity will use the R16G16B16A16 buffer format and Rec709 primaries with linear color (no encoding).|
|SRGB Write Mode|| Enable this option to allow
|Number of swapchain buffers||Set this option to 2 for double-buffering, or 3 for triple-buffering to use with Vulkan renderer. This setting may help with latency on some platforms, but in most cases you should not change this from the default value of 3. Double-buffering might have a negative impact on performance. Do not use this setting on Android.|
|Acquire swapchain image late as possible||If enabled, Vulkan delays acquiring the backbuffer until after it renders the frame to an offscreen image. Vulkan uses a staging image to achieve this. Enabling this setting causes an extra blit when presenting the backbuffer. This setting, in combination with double-buffering, can improve performance. However, it also can cause performance issues because the additional blit takes up bandwidth.|
|Recycle command buffers||Indicates whether to recycle or free CommandBuffers after Unity executes them.|
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
|Choose the scripting backend you want to use. The scripting backend determines how Unity compiles and executes C# code in your Project.|
|Mono||Compiles C# code into .NET Common Intermediate Language (CIL) and executes that CIL using a Common Language Runtime. See the Mono Project website for more information.|
|IL2CPP||Compiles C# code into CIL, converts the CIL to C++ and then compiles that C++ into native machine code, which executes directly at run time. See IL2CPPA Unity-developed scripting back-end which you can use as an alternative to Mono when building projects for some platforms. More info
See in Glossary for more information.
|API Compatibility Level||Choose which .NET APIs you can use in your project. This setting can affect compatibility with 3rd-party libraries.
Tip: If you are having problems with a third-party assembly, you can try the suggestion in the API Compatibility Level section below.
|.Net Standard||Compatible with .NET Standard 2.0. Produces smaller builds and has full cross-platform support.|
|.Net Framework||Compatible with the .NET Framework 4 (which includes everything in the .NET Standard 2.0 profile as well as additional APIs). Choose this option when usng libraries that access APIs not included in .NET Standard 2.0. Produces larger builds and any additional APIs available are not necessarily supported on all platforms. See Referencing additional class library assemblies for more information.|
|C++ Compiler Configuration||Choose the C++ compiler configuration used when compiling IL2CPP generated code.
Note: This property is disabled unless Scripting Backend is set to IL2CPP.
|Use incremental GC||Enable this to use the incremental garbage collector, which spreads garbage collection over several frames to reduce gc-related spikes in frame duration.|
|Active Input Handling||Choose how you want to handle input from users.|
|Input Manager (old)||Use the default Input window.|
|Input System (Preview)||Use the newer Input system. The Input System is provided as a preview packageA preview package is in development and not yet ready for production. A package in preview might be at any stage of development, from the initial stages to near completion.
See in Glossary for this release. To try a preview of the Input System, install the InputSystem package.
|Both||Use both systems side by side.|
You can choose your mono API compatibility level for all targets. Sometimes a 3rd-party .NET library uses functionality that is outside of your .NET compatibility level. In order to understand what is going on in such cases, and how to best fix it, try following these suggestions:
|Default chunk size (MB)||Sets the maximum size of compressed shader variant data chunks Unity stores in your built application for all platforms. The default is
|Default chunk count||Sets the default limit on how many decompressed chunks Unity keeps in memory on all platforms. The default is
|Override||Enables overriding Default chunk size and Default chunk count for this build target.|
|Chunk size (MB)||Overrides the value of Default chunk size (MB) on this build target.|
|Chunk count||Overrides the value of Default chunk count on this build target.|
|Scripting Define Symbols||Set custom compilation flags. For more details, see the documentation on Platform dependent compilation.|
|Additional Compiler Arguments||Add entries to this list to pass additional arguments to the Roslyn compiler. Use one new entry for each additional argument.
To create a new entry, press the ‘+’ button. To remove an entry, press the ‘-’ button.
When you have added all desired arguments, click the Apply button to include your additional arguments in future compilations.The Revert button resets this list to the most recent applied state.
|Suppress Common Warnings||Disable this setting to display the C# warnings CS0169 and CS0649.|
|Allow ‘unsafe’ Code||Enable support for compiling ‘unsafe’ C# code in a pre-defined assembly (for example,
For Assembly Definition Files (
|Use Deterministic Compilation||Disable this setting to prevent compilation with the -deterministic C# flag. With this setting enabled, compiled assemblies are byte-for-byte identical each time they are compiled.
For more information, see Microsoft’s deterministic compiler option documentation.
|Enable Roslyn Analyzers||Disable this setting to compile user-written scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary without Roslyn analyzer DLLs that might be present in your project.
|Prebake Collision Meshes||Adds collision data to Meshes at build time.|
|Keep Loaded Shaders Alive||Indicates whether to prevent shaders from being unloaded.
For more information, see Shader Loading.
|Preloaded Assets||Sets an array of Assets for the player to load on startup.
To add new Assets, increase the value of the Size property and then set a reference to the Asset to load in the new Element box that appears.
|AOT compilation options||Additional options for Ahead of Time (AOT) compilation. This helps optimize the size of the built iOS player.|
|Strip Engine Code||Enable this option if you want the Unity Linker tool to remove code for Unity Engine features that your Project doesn’t use. This setting is only available with the IL2CPP scripting backend.
Most apps don’t use every available DLL. This option strips out DLLs that your app doesn’t use to reduce the size of the built Player. If your app is using one or more classes that would normally be stripped out under your current settings, Unity displays a debug message when you try to build the app.
|Managed Stripping Level||Chooses how aggressively Unity strips unused managed (C#) code. The options are Minimal, Low, Medium, and High.
When Unity builds your app, the Unity Linker process can strip unused code from the managed DLLs your Project uses. Stripping code can make the resulting executable significantly smaller, but can sometimes accidentally remove code that’s in use.
For more information about these options and bytecode stripping with IL2CPP, see ManagedStrippingLevel.
|Vertex Compression||Sets vertex compression per channel. This affects all the meshes in your project.
Typically, Vertex Compression is used to reduce the size of mesh data in memory, reduce file size, and improve GPU performance.
For more information on how to configure vertex compression and limitations of this setting, see Compressing mesh data.
|Optimize Mesh Data||Enable this option to strip unused vertex attributes from the mesh used in a build. This option reduces the amount of data in the mesh, which can help reduce build size, loading times, and runtime memory usage.
Warning: If you have this setting enabled, you should remember to not change material or shader settings at runtime.
See PlayerSettings.stripUnusedMeshComponents for more information.
|Texture MipMap Stripping||Enables mipmap stripping for all platforms. This strips unused mipmaps from Textures at build time. Unity determines unused mipmaps by comparing the value of the mipmap against the Quality Settings for the current platform. If a mipmap value is excluded from every Quality Setting for the current platform, then Unity strips those mipmaps from the build at build time. If QualitySettings.masterTextureLimit is set to a mipmap value that has been stripped, Unity will set the value to the closest mipmap value that has not been stripped.|
See stack trace logging for more information.
|Clamp BlendShapes (Deprecated)||Enable the option to clamp the range of blend shape weights in SkinnedMeshRenderers.|
|Upload Cleared Texture Data||This is a legacy feature and currently not needed because it uses up the bandwidth. By default, this is enabled for debugging purposes. Enabling this setting clears the initial data and automatically uploads the Texture from script to the video memory.|