Player Settings

Player Settings is where you define various parameters (platform specific) for the final game that you will build in Unity. Some of these values for example are used in the Resolution Dialog that launches when you open a standalone game, others are used by XCode when building your game for the iOS devices, so it's important to fill them out correctly.

To see the Player Settings choose Edit->Project Settings->Player from the menu bar.


Global Settings that apply to any project you create.
Cross-Platform Properties
Company NameThe name of your company. This is used to locate the preferences file.
Product NameThe name that will appear on the menu bar when your game is running and is used to locate the preferences file also.
Default IconDefault icon the application will have on every platform (You can override this later for platform specific needs).

Per-Platform Settings

Desktop

Web-Player

Resolution And Presentation

Resolution
Default Screen WidthScreen Width the player will be generated with.
Default Screen HeightScreen Height the plater will be generated with.
Run in backgroundCheck this if you dont want to stop executing your game if the player looses focus.
WebPlayer TemplateFor more information you should check the "Using WebPlayer templates page", note that for each built-in and custom template there will be an icon in this section.

Icon

Icons don't have any meaning for most webplayer builds but they are needed for Native Client builds used as Chrome applications. You can set these icons here.

Other Settings

Rendering
Rendering PathThis property is shared between Standalone and WebPlayer content.
Vertex LitLowest lighting fidelity, no shadows support. Best used on old machines or limited mobile platforms.
Forward with ShadersGood support for lighting features; limited support for shadows.
Deferred LightingBest support for lighting and shadowing features, but requires certain level of hardware support. Best used if you have many realtime lights. Unity Pro only.
Color SpaceThe color space to be used for rendering
GammaSpace RenderingRendering is gamma-corrected
Linear Rendering Hardware SamplingRendering is done in linear space
Static BatchingSet this to use Static batching on your build (Inactive by default in webplayers). Unity Pro only.
Dynamic BatchingSet this to use Dynamic Batching on your build (Activated by default).
Streaming
First Streamed LevelIf you are publishing a Streamed Web Player, this is the index of the first level that will have access to all Resources.Load assets.
Optimization
Optimize Mesh DataRemove any data from meshes that is not required by the material applied to them (tangents, normals, colors, UV).
Debug Unload ModeOutput debugging information regarding Resources.UnloadUnusedAssets.
DisabledDon't output any debug data for UnloadUnusedAssets.
Overview onlyMinimal stats about UnloadUnusedAssets usage.
Full (slow)Output overview stats along with stats for all affected objects. This option can slow down execution due to the amount of data being displayed.

Standalone

Resolution And Presentation

Resolution
Default Screen WidthScreen Width the stand alone game will be using by default.
Default Screen HeightScreen Height the plater will be using by default.
Run in backgroundCheck this if you dont want to stop executing your game if it looses focus.
Standalone Player Options
Default is Full ScreenCheck this if you want to start your game by default in full screen mode.
Capture Single ScreenIf enabled, standalone games in fullscreen mode will not darken the secondary monitor in multi-monitor setups.
DisplayResolution Dialog
DisabledNo resolution dialog will appear when starting the game.
EnabledResolution dialog will always appear when the game is launched.
Hidden by defaultThe resolution player is possible to be opened only if you have pressed the "alt" key when starting the game.
Use Player LogWrite a log file with debugging information. If you plan to submit your application to the Mac App Store you will want to leave this option un-ticked. Ticked is the default.
Mac App Store ValidationEnable receipt validation for the Mac App Store.
Supported Aspect RatiosAspect Ratios selectable in the Resolution Dialog will be monitor-supported resolutions of enabled items from this list.

Icon

Override for StandaloneCheck if you want to assign a custom icon you would like to be used for your standalone game. Different sizes of the icon should fill in the squares below.

Splash Image

Config Dialog BannerAdd your custom splash image that will be displayed when the game is starting.

Other Settings

Rendering
Rendering PathThis property is shared between Standalone and WebPlayer content.
Vertex LitLowest lighting fidelity, no shadows support. Best used on old machines or limited mobile platforms.
Forward with ShadersGood support for lighting features; limited support for shadows.
Deferred LightingBest support for lighting and shadowing features, but requires certain level of hardware support. Best used if you have many realtime lights. Unity Pro only.
Color SpaceThe color space to be used for rendering
GammaSpace RenderingRendering is gamma-corrected
Linear Rendering Hardware SamplingRendering is done in linear space
Static BatchingSet this to use Static batching on your build (Inactive by default in webplayers). Unity Pro only.
Dynamic BatchingSet this to use Dynamic Batching on your build (Activated by default).
Optimization
API Compatibility Level
.Net 2.0.Net 2.0 libraries. Maximum .net compatibility, biggest file sizes
.Net 2.0 SubsetSubset of full .net compatibility, smaller file sizes
Optimize Mesh DataRemove any data from meshes that is not required by the material applied to them (tangents, normals, colors, UV).
Debug Unload ModeOutput debugging information regarding Resources.UnloadUnusedAssets.
DisabledDon't output any debug data for UnloadUnusedAssets.
Overview onlyMinimal stats about UnloadUnusedAssets usage.
Full (slow)Output overview stats along with stats for all affected objects. This option can slow down execution due to the amount of data being displayed.

iOS

Android

Graphics LevelSelect either ES 1.1 ('fixed function') or ES 2.0 ('shader based') Open GL level. When using the AVD (emulator) only ES 1.x is supported.
Install LocationSpecifies application install location on the device (for detailed information, please refer to http://developer.android.com/guide/appendix/install-location.html).
AutomaticLet OS decide. User will be able to move the app back and forth.
Prefer ExternalInstall app to external storage (SD-Card) if possible. OS does not guarantee that will be possible; if not, the app will be installed to internal memory.
Force InternalForce app to be installed into internal memory. User will be unable to move the app to external storage.
Internet AccessWhen set to Require, will enable networking permissions even if your scripts are not using this. Automatically enabled for development builds.
Write AccessWhen set to External (SDCard), will enable write access to external storage such as the SD-Card. Automatically enabled for development builds.
Optimization
Api Compatibility LevelSpecifies active .NET API profile
.Net 2.0.Net 2.0 libraries. Maximum .net compatibility, biggest file sizes
.Net 2.0 SubsetSubset of full .net compatibility, smaller file sizes
Stripping Level (Pro-only feature)Options to strip out scripting features to reduce built player size(This setting is shared between iOS and Android Platforms)
DisabledNo reduction is done.
Strip AssembliesLevel 1 size reduction.
Strip ByteCode (iOS only)Level 2 size reduction (includes reductions from Level 1).
Use micro mscorlibLevel 3 size reduction (includes reductions from Levels 1 and 2).
Enable "logcat" profilerEnable this if you want to get feedback from your device while testing your projects. So adb logcat prints logs from the device to the console (only available in development builds).
Optimize Mesh DataRemove any data from meshes that is not required by the material applied to them (tangents, normals, colors, UV).
Debug Unload ModeOutput debugging information regarding Resources.UnloadUnusedAssets.
DisabledDon't output any debug data for UnloadUnusedAssets.
Overview onlyMinimal stats about UnloadUnusedAssets usage.
Full (slow)Output overview stats along with stats for all affected objects. This option can slow down execution due to the amount of data being displayed.
Publishing Settings

Publishing settings for Android Market
Keystore
Use Existing Keystore / Create New KeystoreUse this to choose whether to create a new Keystore or use an existing one.
Browse KeystoreLets you select an existing Keystore.
Keystore passwordPassword for the Keystore.
Confirm passwordPassword confirmation, only enabled if the Create New Keystore option is chosen.
Key
AliasKey alias
PasswordPassword for key alias

Note that for security reasons, Unity will save neither the keystore password nor the key password.

Split Application BinarySplit application binary into expansion files, for use with Google Play Store if application is larger than 50 MB. When enabled the player executable and data will be split up, with a generated .apk consisting only of the executable (Java and Native) code (~10MB), and the data for the first scene. The application data will be serialized separately to an APK Expansion File (.obb).

Flash

Resolution And Presentation

Resolution
Default Screen WidthScreen Width the player will be generated with.
Default Screen HeightScreen Height the plater will be generated with.

Other Settings

Optimization
StrippingBytecode can optionally be stripped during the build.
Optimize Mesh DataRemove any data from meshes that is not required by the material applied to them (tangents, normals, colors, UV).
Debug Unload ModeOutput debugging information regarding Resources.UnloadUnusedAssets.
DisabledDon't output any debug data for UnloadUnusedAssets.
Overview onlyMinimal stats about UnloadUnusedAssets usage.
Full (slow)Output overview stats along with stats for all affected objects. This option can slow down execution due to the amount of data being displayed.

Details

Desktop

The Player Settings window is where many technical preference defaults are set. See also Quality Settings where the different graphics quality levels can be set up.

Publishing a web player

Default Web Screen Width and Default Web Screen Height determine the size used in the html file. You can modify the size in the html file later.

Default Screen Width and Default Screen Height are used by the Web Player when entering fullscreen mode through the context menu in the Web Player at runtime.

Customizing your Resolution Dialog


The Resolution Dialog, presented to end-users

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 will not be scaled up to fit the screen selector. Instead it will be centered and cropped.

Publishing to Mac App Store

Use Player Log enables writing a log file with debugging information. This is useful to find out what happened if there are problems with your game. When publishing games for Apple's Mac App Store, it is recommended to turn this off, because Apple may reject your submission otherwise. See this manual page for further information about log files.

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 any computer then 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.

iOS

Android

Page last updated: 2013-03-06