You can use the following variables in custom GradleAn Android build system that automates several build processes. This automation means that many common build errors are less likely to occur. More info
See in Glossary template files:
Variable | Description |
---|---|
ABIFILTERS | Specifies the Application Binary Interfaces (ABIs) that your application should support. For example, armeabi-v7a , arm64-v8a . Gradle creates application builds for the specified ABIFILTERS values only. |
APIVERSION | The API version to build for. Unity sets the APIVERSION and TARGETSDK to the same value (Target API Level in the Android Player Settings). |
APPLICATIONID | Android Application ID. For example, com.mycompany.myapp . |
APPLY_PLUGINS | Specifies a list of Gradle plug-insA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info See in Glossary to use during the build process. |
BUILDTOOLS | The SDK build tools to use. |
BUILD_SCRIPT_DEPS | Specifies a list of dependencies and repositories required during the build process. |
BUILTIN_NOCOMPRESS | Specifies a default list of file extensions to exclude from 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. The file extensions are: .unity3d , .ress , .resource , .obb , .bundle , .unityexp . |
DEBUGSYMBOLLEVEL | Indicates the type of symbols package that contains debug metadata required for debugging your application. You can set the values to none for no debug metadata, symbol_table for symbols package with only symbol tables, or full for symbols package with symbol tables and debugging information. |
DEFAULT_CONFIG_SETUP | Includes additional configuration components for android.defaultConfig . |
DEPS | The list of project dependencies. This is the list of libraries that the project uses. |
DIR_GRADLEPROJECT | The directory where Unity creates the Gradle project. |
DIR_UNITYPROJECT | The directory of your Unity project. |
EXTERNAL_SOURCES | The build script required to produce build artifacts such as, GameActivity and Swappy native libraries. |
GOOGLE_PLAY_DEPENDENCIES | Specifies the Google Play services your application requires. For example, com.google.android.gms:play-services-ads:23.2.0 . |
IL_CPP_BUILD_SETUP | The build script required to produce build artifacts related to 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, such as libil2cpp.so . |
LAUNCHER_SOURCE_BUILD_SETUP | Unity’s internal build script. |
LIBSDKTARGET | The target API level the Unity library supports. |
MINIFY_DEBUG | Indicates whether to minify debug builds. |
MINIFY_RELEASE | Indicates whether to minify release builds. |
MINSDK | The minimum API version that supports the application. |
NAMESPACE | The application namespace. For example, com.MyCompany.MyApp . |
NDKPATH | Specifies the Android Native Development Kit (NDK) installation folder path set in the Android section of External Tools, menu: Edit > Preferences > External Tools (macOS: Unity > Settings > External Tools). |
NDKVERSION | The Android NDK (Native Development Kit) version Unity is using. For example, ndkVersion "20.0.5594570" . |
PACKAGING | Specifies the required APKThe Android Package format output by Unity. An APK is automatically deployed to your device when you select File > Build & Run. More info See in Glossary packaging options. |
PLAY_ASSET_PACKS | Specifies the asset packs to include in your application. |
SIGN | Complete the signingConfigs section if this build is signed. |
SIGNCONFIG | Indicates whether the build is signed. If this property is set to signingConfig.release , the build is signed. |
SOURCE_BUILD_SETUP | Unity’s internal build script. |
SPLITS | Indicates whether your application supports multiple APK builds. |
SPLITS_VERSION_CODE | Build script that sets version code for split APKs. |
TARGETSDK | The API version to target. Unity sets the and APIVERSION to the same value (Target API Level in the Android Player Settings). |
USER_PROGUARD | Specifies a custom ProGuard file to use for minification. |
VERSIONCODE | The internal version number for the application. It’s used to indicate how recent the application version is, where higher number denotes a more recent version. |
VERSIONNAME | The application version number expressed as a string. This version number is visible to the users. |
Custom settingsTemplate.gradle
files can also contain the following variables:
Variable | Description |
---|---|
INCLUDES | The list of Android Library plug-ins to include in the Gradle project. |
ARTIFACTORYREPOSITORY | Adds a reference to Unity’s maven repository only for internal use. Unity deletes this during the build process. |
Custom gradleTemplate.properties
files can also contain the following variables:
Variable | Description |
---|---|
ADDITIONAL_PROPERTIES | Contains additional properties for the application. This includes: • The Gradle template version. • The path to the Unity project. • If the application uses the Android App Bundle publishing format, a flag that indicates to keep native libraries compressed. • If the application uses the GameActivity application entry point, a flag that indicates to use AndroidX. |
JVM_HEAP_SIZE | The maximum size of the Java virtual machine (JVM) heap. |
STREAMING_ASSETS | The list of files in the Steaming Assets folder that Gradle shouldn’t compress. |