Vulkan is a modern graphics API that works across multiple platforms including mobile and desktop. Unity supports Vulkan allowing you to target Vulkan-capable devices and providing direct control over the GPU.
Unity supports the Vulkan API for developing applications on the following platforms:
For developing XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info
See in Glossary applications, Unity supports Vulkan on the Windows and Android platform.
When you create a new Android project, Vulkan is enabled as the default graphics API. For other platforms where Vulkan is not the default graphics API, you can enable it through Unity Editor’s Player settingsSettings that let you set various player-specific options for the final game built by Unity. More info
See in Glossary. For more information, refer to Override default graphics APIs.
When developing a Unity Android project with Vulkan, consider the following recommendations and features:
You can manage Vulkan support on Android devices to fine-tune which devices use the Vulkan API with the Android Vulkan Allow and Deny Filter Lists. The Android Vulkan Deny Filter List allows you to exclude specific Android devices on which Vulkan might lead to suboptimal performance.
It is recommended to enable framebuffer orientation through the Android Player settings. For more information, refer to the documentation on Framebuffer orientation.
You can enable validation layers for debugging native Vulkan API 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 through the -force-vulkan-layers command-line argument. For more information about the plug-in requirements when using validation layers, refer to Plug-in using the Vulkan graphics API.
Consider the following advantages and limitations of using Vulkan as the graphics API in your Unity project.
Vulkan supports several features and capabilities that differentiate it from other graphics APIs, such as OpenGL.
-force-device-index option, allowing you to specify which GPU Unity’s Standalone Player should use. This capability of Vulkan allows you to optimize your application for better performance. This feature isn’t supported with OpenGL.