Version: Unity 6.6 Alpha (6000.6)
Language : English
Workarounds
Enable Vulkan hardware profiles in your project

Graphics API hardware profile settings

Use graphics API settings to control whether matching devices run your application with Vulkan, OpenGL ES, or the project default.

Configure these settings in a hardware profile to override Unity’s default API selection for specific devices or groups of devices.

Choose your preferred Graphics API

Use the following properties to make a device use a specific or general graphics API to support your application:

Value Description
Default Use the application’s default graphics API.
UseVulkan Force a device to use Vulkan graphics API.
UseOpenGles Force a device to use OpenGL ES graphics API.

Create a device filter and edit that device’s graphics API

In the following example, the code forces Google PixelThe 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
6 phones to fallback on OpenGL ES, while other devices use Vulkan:

public class DefineProfilesScript : AndroidHardwareProfiles
{
    public override void DefineHardwareProfile(ProfileDatabase database)
    {
        DefaultDeviceFilter myDefault = database.GetDefaultFilter();
        myDefault.SetGraphicsAPI(GraphicsAPI.UseVulkan);

        //Filter for Google Pixel 6 devices
        var pixel6 = database.CreateFilter( "", "", "((G|g)oogle)", "(oriole|raven|bluejay)");

        pixel6.SetGraphicsAPI(GraphicsAPI.UseOpenGles);
    }
}

Additional resources

Workarounds
Enable Vulkan hardware profiles in your project