This section of the User Manual contains Android-specific development information on topics such as input, asset management, and debugging.
|Android mobile scripting||Contains information about scripting for Android.|
|Input for Android devices||Explains how to detect and handle user input on different types of Android device.|
|Android application size restrictions||Describes the application size restrictions that affect Android and explains how to overcome them.|
|Graphics for Android||Contains Android-specific graphics information.|
|Testing and debugging||Contains guidance on testing and debugging for Android.|
|Create and use plug-ins in Android||Describes the plug-inA 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 types you can use in Android and explains how to build and use them.
|Integrate Unity into Android applications||Explains how to integrate the Unity Runtime Library into Android applications.|
|Deep linking on Android||Explains how to use deep linking on Android devices.|
|Thread configuration||Explains how to configure thread affinity and thread priority to optimize for specific devices.|
|Device features and permissions||Explains how Android application permissions work as well as how to request them.|