A use-case for extending the custom Unity activity is to pass command-line arguments when you launch the Android Player. For information on the available command-line arguments, refer to Command-line arguments.
To specify startup command-line arguments in custom activity:
String UnityPlayerActivity.updateUnityCommandLineArguments(String cmdLine)
method.cmdLine
argument with your own startup arguments then return the result.
Important: The cmdLine
argument can be an empty string or null so make sure your code handles these possible values.The following example shows how to specify startup arguments to select the graphics API based on the current device:
package com.company.product;
import com.unity3d.player.UnityPlayerActivity;
import android.os.Bundle;
import android.os.Build;
public class OverrideExample extends UnityPlayerActivity {
private boolean preferVulkan() {
// Use Vulkan on Google Pixel devices
if (Build.MANUFACTURER.equals("Google") && Build.MODEL.startsWith("Pixel"))
return true;
else
return false;
}
private boolean preferES2() {
// Use OpenGL ES 2.0 on devices that run Android 5.1 or older
if (Build.VERSION.SDK_INT <= Build.VERSION_CODES.LOLLIPOP_MR1)
return true;
else
return false;
}
private String appendCommandLineArgument(String cmdLine, String arg) {
if (arg == null || arg.isEmpty())
return cmdLine;
else if (cmdLine == null || cmdLine.isEmpty())
return arg;
else
return cmdLine + " " + arg;
}
@Override protected String updateUnityCommandLineArguments(String cmdLine)
{
if (preferVulkan())
return appendCommandLineArgument(cmdLine, "-force-vulkan");
else if (preferES2())
return appendCommandLineArgument(cmdLine, "-force-gles20");
else
return cmdLine; // let Unity pick the Graphics API based on PlayerSettings
}
@Override protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
}
}
Apart from the custom activity, you can specify command-line arguments in the following ways:
adb shell am start -n "<package_name>/<activity_name>" -e unity <command_line_arguments>
The following example shows how to pass -systemallocator
command-line argument to your application.
adb shell am start -n "com.Company.MyGame/com.unity3d.player.UnityPlayerActivity" -e unity -systemallocator
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?
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:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.