Android 向けシングルパスステレオレンダリング機能
Android の 2D テクスチャ オーバーライド

Android Player settings

This page details the Player settings specific to the Android platform. For a description of the general Player settings, see the Player settings.

Android Player settings
Android Player settings

Documentation for the properties is grouped according to their respective sections in the Player UI:


The Icon section of the Android Player settings
The Icon section of the Android Player settings
プロパティー 機能
Adaptive Set up textures for the Android Adaptive icons in your app.
Round Set up textures for the Android Round icons in your app.
Legacy Set up textures for the Android Legacy icons in your app.
Enable Android Banner Android TV のビルドのカスタムバナーを有効にします。

Resolution and Presentation

Resolution and Presentation (解像度と表示) セクションを使用して、画面の表示をカスタマイズします。

Resolution and Presentation settings for the Android platform
Resolution and Presentation settings for the Android platform
設定 機能
Start in fullscreen mode Hide the navigation bar while the splash screen or first scene loads. When not set, the navigation bar appears while the splash screen or first scene loads.

Other Resolution and Presentation properties are grouped under these sections:

Resolution Scaling

Resolution Scaling settings for the Android platform
Resolution Scaling settings for the Android platform
設定 機能
Resolution Scaling Mode Allows you to set the scaling to be equal to or below the native screen resolution.
FixedDPI Allows you to scale the device’s screen resolution below its native resolution and show the Target DPI property. Use this to optimize performance and battery life or target a specific DPI setting.
Disabled Ensures that scaling is not applied and the game renders to its native screen resolution.
Target DPI Set the resolution of the game screen. Unity downscales the game screen to match this setting if the device’s native screen DPI is higher than this value. The scale is calculated as min(Target DPI * Factor / Screen DPI, 1). The Factor is controlled by the Resolution Scaling Fixed DPI Factor on the Quality settings.
Note: This option only appears when the Resolution Scaling Mode is set to Fixed DPI.
Blit Type Controls whether a blit is used to render the final image to the screen.
Always (Always blit) Make Unity render to an offscreen buffer and then copy to the system framebuffer. This is compatible with most devices, but is usually slower than Never blitting.
Never (Never blit) Make Unity render to the framebuffer provided by the OS. If a condition arises during application run time that causes this to fail, the application will print a one-time warning to the device log. Never blitting is usually faster than Always blitting, but it’s not compatible with all devices.
Auto Make Unity render to the framebuffer provided by the OS, if possible. If a condition is met that prevents your application from rendering to the system framebuffer, the application switches to offscreen rendering and issues a warning to the device console.

Supported Aspect Ratio

Aspect Ratio Mode setting for the Android platform
Aspect Ratio Mode setting for the Android platform

Set the Aspect Ratio Mode for the device. You can choose from Legacy Wide Screen (1.86), Native Aspect Ratio, and Custom. When you choose Custom, the Up To field appears.

Set a custom maximum screen width with the Up To property. This property is only available when Aspect Ratio Mode is set to Custom.


Default Orientation setting for the Android platform
Default Orientation setting for the Android platform

Default Orientation ドロップダウンからゲームの画面の向きを選択します。

設定 機能
Portrait Home button appears at the bottom.
Portrait Upside Down Home button appears at the top.
Landscape Left Home button appears on the right side.
Landscape Right Home button appears on the left side.
Auto Rotation Allow the screen to automatically rotate to any of the orientations specified by the Allowed Orientations for Auto Rotation settings. This is the default.

Note: This setting is shared between iOS and Android devices.

画面の向きを Auto Rotation に設定すると、Allowed Orientations for Auto Rotation セクションが表示されます。

Allowed Orientations for Auto Rotation

このセクションは Default OrientationAuto Rotation に設定されている場合にのみ表示されます。

Allowed Orientations for Auto Rotation Player settings for the Android platform
Allowed Orientations for Auto Rotation Player settings for the Android platform

Auto Rotation は画面の向きをデバイスに合わせて変更するため、画面の向きを制限できます (例えば、デバイスを横向きにロックするなど)。


設定 機能
Portrait 縦向きが可能。
Portrait Upside Down 縦向き (逆) が可能。
Landscape Right 横向き (右) (ホームボタンが にある状態) が可能。
Landscape Left 横向き (左) (ホームボタンが にある状態) が可能。


Other Resolution and Presentation settings for the Android platform
Other Resolution and Presentation settings for the Android platform
設定 機能
Use 32-bit Display Buffer Enable this option to create a Display Buffer to hold 32-bit color values (16-bit by default). Use it if you see banding, or need alpha in your post-processed effects, because they create Render Textures in the same format as the Display Buffer.
Disable Depth and Stencil Enable this option to disable the depth and stencil buffers.
Render Over Native UI Enable this option if you want Unity to render on top of native UI on Android or iOS. The camera’s Clear Flags have to be set to Solid color with an alpha less than 1 for this to have any effect.
Show Loading Indicator Select how the loading indicator should appear. The options are Don’t Show, Large, Inversed Large, Small and Inversed Small.

Splash Image

Above the common Splash Screen settings, you can use the Virtual Reality Splash Image setting to specify a custom splash image for Virtual Reality displays.

Splash Settings for the Android platform Player
Splash Settings for the Android platform Player

Below the common Splash Screen settings, you can set up an Android-specific Static Splash Image.

Use Storyboard for Launch Screen on the Android Player platform
Use Storyboard for Launch Screen on the Android Player platform

Use the Android Splash Screen property to specify the texture that should be used for the Android splash screen. The standard size for the splash screen image is 320x480.

Choose how you want Unity to scale the splash image to fit the device’s screen from the Splash Scaling drop-down menu. The options are:

  • Center (only scale down)
  • Scale to Fit (letter-boxed)
  • Scale to Fill (cropped)

Other Settings



Use these settings to customize how Unity renders your game for the Android platform.

Rendering settings for the Android platform
Rendering settings for the Android platform
プロパティー 機能
Color Space レンダリングに GammaLinear どちらの色空間を使用するかを選択します。
2 つの色空間の違いの説明は リニアレンダリングの概要 を参照してください。
Auto Graphics API Disable this option to manually pick and reorder the graphics APIs from the Open Graphics Library (OpenGL). By default this option is enabled, and Unity tries GLES3.2. If the device does not support GLES3.2, Unity falls back to GLES3.1, GLES3 or GLES2. If only GLES3 is in the list, additional checkboxes appear: Require ES3.1, Require ES3.1+AEP and Require ES3.2. These allow you to force the corresponding graphics API.
Important: Unity adds the GLES3/GLES3.1/AEP/3.2 requirement to your Android manifest only if GLES2 is not in the list, and the Minimum API Level is set to JellyBean (API level 18) or higher. In this case only, your application won’t show up on unsupported devices in Google Play Store.
Color Gamut You can add or remove color gamuts for the Android platform to use for rendering. Click the plus (+) icon to see a list of available gamuts. A color gamut defines a possible range of colors available for a given device (such as a monitor or screen). The sRGB gamut is the default (and required) gamut. When targeting devices with wide color gamut displays, use DisplayP3 to utilize full display capabilities.
Multithreaded Rendering Enable this option to move graphics API calls from Unity’s main thread to a separate worker thread. This can help to improve performance in applications that have high CPU usage on the main thread.
Static Batching Enable this option to use Static batching on your build (enabled by default).
Dynamic Batching Enable this option to use Dynamic Batching on your build (enabled by default).
Note: Dynamic batching has no effect when a Scriptable Render Pipeline is active, so this setting is visible only when no Scriptable Render Pipeline asset is set in Graphics Settings.
GPU Skinning Enable this option to use OpenGL ES 3 GPU skinning. To learn more about GPU skinning, see the Wikipedia page on skeletal animation.

Note: This property only supports VR apps, and only works if the Virtual Reality Supported checkbox is ticked.
Graphics Jobs (Experimental) Enable this option to instruct Unity to offload graphics tasks (render loops) to worker threads running on other CPU cores. This reduces the time spent in Camera.Render on the main thread, which is often a bottleneck.
Note: This feature is experimental. It may not deliver a performance improvement for your project, and may introduce instability.
Unity currently only supports Graphics Jobs when using Vulkan and this setting has no effect when using OpenGL ES.
Lightmap Streaming Enabled Enable this option to load only the lightmap mipmaps when needed. To render the current game Cameras, Unity applies this value to the lightmap textures when it generates the textures.
Note: To use this value, enable the Texture Streaming Quality setting.
Streaming Priority Define the lightmap mip map streaming priority when there’s contention for resources. The valid range is –127 to 128, where a positive number represent higher priority. This setting is only available when Lightmap Streaming Enabled is checked. To use this value, enable the Texture Streaming Quality setting.
Protect Graphics Memory 有効にすると、ハードウェアによって保護されたパスを通したときだけグラフィックスバッファを表示するように強制します。これをサポートするデバイスでのみ作動します。
Enable Frame Timing Stats Gather statistics on how much time a frame takes on the CPU and GPU.

Vulkan Settings

Enable the SRGB Write Mode option to allow Graphics.SetSRGBWrite() on Vulkan renderer to toggle the sRGB write mode during the frame.

Vulkan Player settings for the Android platform
Vulkan Player settings for the Android platform

Note: Enabling this feature may reduce performance, especially for tiled GPUs.


Identification settings for the Android platform
Identification settings for the Android platform
プロパティー 機能
Package Name Set the application ID, which uniquely identifies your app on the device and in Google Play Store. The basic structure of the identifier is com.CompanyName.AppName, and can be chosen arbitrarily. This setting is shared between iOS and Android.
Version Enter the build version number of the bundle, which identifies an iteration (released or unreleased) of the bundle. The version is specified in the common format of a string containing numbers separated by dots (eg, 4.3.2). (Shared between iOS and Android.)
Bundle Version Code An internal version number. This number is used only to determine whether one version is more recent than another, with higher numbers indicating more recent versions. This is not the version number shown to users; that number is set by the versionName attribute. The value must be set as an integer, such as “100”. You can define it however you want, as long as each successive version has a higher number.

For example, it could be a build number. Or you could translate a version number in “x.y” format to an integer by encoding the “x” and “y” separately in the lower and upper 16 bits. Or you could simply increase the number by one each time a new version is released.

Keep this number under 100000 if Split APKs by target architecture is enabled. Each APK must have a unique version code so Unity adds 100000 to the number for ARMv7, 200000 for ARM64 and 300000 for x86.
Minimum API Level アプリケーションを実行するのに必要な API の最小バージョン (API レベル)
Target API Level Target Android version (API level) against which to compile the application.


Configuration settings for the Android platform
Configuration settings for the Android platform
設定 機能
Scripting Runtime Version プロジェクトで使用する .NET ランタイムを選択します。詳細は、Microsoft の .NET ドキュメント を参照してください。
.NET 3.5 Equivalent (Deprecated) .NET 3.5 API を実装する .NET ランタイム。この機能は非推奨なので、使用しないでください。.NET 4 を使用してください。
.NET 4.x Equivalent .NET 4 API を実装する .NET ランタイム。この API は .NET 3.5 よりも新しい API で、より多くの API へのアクセスを提供し、より多くの外部ライブラリと互換性があり、C# 6 をサポートします。これはデフォルトのスクリプティングランタイムです。
Scripting Backend Choose the scripting backend you want to use. The scripting backend determines how Unity compiles and executes C# code in your Project.
Mono Compiles C# code into .NET Common Intermediate Language (CIL) and executes that CIL using a Common Language Runtime. See the Mono Project website for more information.
IL2CPP Compiles C# code into CIL, converts the CIL to C++ and then compiles that C++ into native machine code, which executes directly at run time. See IL2CPP for more information.
API Compatibility Level Choose which .NET APIs can be used in your project. This setting can affect compatibility with 3rd-party libraries.
Tip: If you are having problems with a third-party assembly, you can try the suggestion in the API Compatibility Level section below.
.Net 2.0 .Net 2.0 libraries. Maximum .net compatibility, biggest file sizes. Part of the deprecated .NET 3.5 runtime.
.Net 2.0 Subset Subset of full .net compatibility, smaller file sizes. Part of the deprecated .NET 3.5 runtime.
.Net Standard 2.0 Compatible with .NET Standard 2.0. Produces smaller builds and has full cross-platform support.
.Net 4.x Compatible with the .NET Framework 4 (which includes everything in the .NET Standard 2.0 profile as well as additional APIs). Choose this option when usng libraries that access APIs not included in .NET Standard 2.0. Produces larger builds and any additional APIs available are not necessarily supported on all platforms. See Referencing additional class library assemblies for more information.
C++ Compiler Configuration Choose the C++ compiler configuration used when compiling IL2CPP generated code.
Note: This property is disabled unless Scripting Backend is set to IL2CPP.
Use incremental GC Use the incremental garbage collector, which spreads garbage collection over several frames to reduce gc-related spikes in frame duration.
Mute Other Audio Sources Enable this option if you want your Unity application to stop Audio from applications running in the background. Otherwise, Audio from background applications continues to play alongside your Unity application.
Disable HW Statistics Enable this option to instruct the application not to send information about the hardware to Unity. By default, Unity Android applications send anonymous HW statistics to Unity. This provides you with aggregated information to help you make decisions as a developer.
Target Architectures Select which CPUs you want to allow the application to run on (32-bit ARM, 64-bit ARM, and 32-bit Intel).
Note: Running Android apps in a 64-bit environment has performance benefits and 64-bit apps can address more than 4 GB of memory space.
Split APKs by target architecture (Experimental) Enable this option to create a separate APK for each CPU architecture selected in Target Architectures. This makes download size smaller for Google Play Store users. This is primarily a Google Play store feature and may not work in other stores. For more details, refer to Multiple APK Support.
Install Location デバイス上でアプリケーションをインストールする場所を指定します (詳細は、Android Developer documentation on install locations を参照してください)。
Automatic オペレーティングシステムに決定させます。 ユーザーはアプリケーションを前後に移動できます。
Prefer External 可能な場合は、外部のストレージ (SD カード) にアプリケーションをインストールします。オペレーティングシステムはそれを保証できません。可能でない場合は、アプリケーションは内部メモリにインストールされます。
Force Internal 強制的に内部メモリにアプリケーションをインストールします。ユーザーは外部ストレージにアプリケーションを移動することはできません。
Internet Access Choose whether to always add the networking (INTERNET) permission to the Android manifest, even if you are not using any networking APIs. Set to Require by default for development builds.
Auto Only add the internet access permission if you are using a networking API.
Require Always add the internet access permission.
Write Permission Choose whether to enable write access to the external storage (such as the SD card) and add a corresponding permission to the Android manifest. Set to External(SDCard) by default for development builds.
Internal Only grant write permission to internal storage.
External(SDCard) Enable write permission to external storage.
Filter Touches When Obscured Enable this option to discard touches received when another visible window is covering the Unity application. This is to prevent tapjacking.
Sustained Performance Mode Enable this option to set a predictable and consistent level of device performance over longer periods of time, without thermal throttling. Overall performance might be lower when this setting is enabled. Based on the Android Sustained Performance API.
Maximum Java Heap Size Set the maximum Java heap size to user for building (in megabytes). Defaults to 4096.
Low Accuracy Location Enable this option to use low accuracy values with Android location APIs instead.
Android TV Compatibility Enable this option to mark the application as Android TV compatible.
Android Game Enable this option to mark the output package (APK) as a game rather than a regular application.
Android Gamepad Support Level Choose the level of support your application offers for a gamepad. The options are Works with D-Pad, Supports Gamepad, and Requires Gamepad.
Scripting Define Symbols カスタムコンパイルフラグを設定します。詳細は、プラットフォーム依存コンパイル を参照してください。
Allow ‘unsafe’ Code 事前に定義されたアセンブリ (例えば Assembly-CSharp.dll) の ‘unsafe’ C# code をコンパイルするサポートを有効にします。
アセンブリ定義ファイル (.asmdef) の場合、.asmdef ファイルの 1 つをクリックし、表示されたインスペクターウィンドウでオプションを有効にします。
Active Input Handling ユーザーからの入力をどのように処理するかを選択します。
Input Manager Use the traditional Input settings.
Input System (Preview) Use the newer Input system. The Input System is provided as a preview package for this release. To try a preview of the Input System, install the InputSystem package.
Both 両方のシステムを同時に使用できます。

API Compatibility Level

You can choose your mono API compatibility level for all targets. Sometimes a 3rd-party .NET library uses functionality that is outside of your .NET compatibility level. In order to understand what is going on in such cases, and how to best fix it, try following these suggestions:

  1. Install Reflector for Windows.
  2. Drag the .NET assemblies for the API compatilibity level you are having issues with into Reflector. You can find these under Frameworks/Mono/lib/mono/YOURSUBSET/.
  3. Drag in your 3rd-party assembly.
  4. Right-click your 3rd-party assembly and select Analyze.
  5. In the analysis report, inspect the Depends on section. The report highlights anything that the 3rd-party assembly depends on, but that is not available in the .NET compatibility level of your choice in red.


Optimization settings for the Android platform
Optimization settings for the Android platform
設定 機能
Prebake Collision Meshes ビルド時に衝突データをメッシュに加えるには、このオプションを有効にします。
Keep Loaded Shaders Alive シェーダーがアンロードされないようにするには、このオプションを有効にします。
Preloaded Assets 起動時にプレイヤーが読み込むためのアセットの配列を設定します。
新しいアセットを加えるには、Size プロパティーの値を増やし、表示される新しい Element ボックスに読み込むようにアセットへの参照を設定します。
Strip Engine Code (IL2CPP only) Specify whether the Unity Linker tool removes code for Unity Engine features that your Project does not use.
Managed Stripping Level Defines how aggressively Unity strips unused managed (C#) code.
When Unity builds your game or application, the Unity Linker process can strip unused code from the managed dynamically linked libraries used in the project. Stripping code can make the resulting executable significantly smaller, but can sometimes mistakenly remove code that is actually used. This setting allows you to choose how aggressively Unity should remove unused code.
Disabled (Mono only) Do not strip any code. (Managed code stripping is always enabled when using IL2CPP.)
Normal Remove unreachable managed code to reduce build size and Mono/IL2CPP build times.
Aggressive (Experimental) Remove code more aggressively than under the Normal option. Code size is further reduced, but this additional reduction may have side effects. For example, some methods may no longer be visible in the debugger and code accessed through reflection can be stripped. You can create a custom link.xml file to preserve specific classes and methods. See Managed bytecode stripping with IL2CPP for more information.
Enable Internal profiler (Deprecated) Enable this option to get the profiler data from your device in the Android SDK’s adblogcat output while testing your projects. This is only available in development builds.
Script Call Optimization Choose how to optionally disable exception handling for a speed boost at runtime. See iOS Optimization for details.
Slow and Safe Use full exception handling (with some performance impact on the device when using the Mono scripting backend).
Fast but no Exceptions No data provided for exceptions on the device (the game runs faster when using the Mono scripting backend).
Note: Using this option with the IL2CPP Scripting Backend does not impact performance; however, using it can avoid undefined behavior on release builds.
Vertex Compression チャンネルごとに頂点圧縮を設定します。例えば、位置とライトマップ UV 以外のすべてに対して圧縮を有効にすることができます。インポートされた各オブジェクトに設定されたメッシュ全体の圧縮は、オブジェクトに設定された頂点圧縮を上書きします。
Optimize Mesh Data このオプションを有効にすると、メッシュに適用されるマテリアルに必要のないすべてのデータはメッシュから削除されます。



Logging settings for Android platform
Logging settings for Android platform

スクリプト実行中にログを行う (ScriptOnly)、常に行なう (Full)、決して行なわない (None) のそれぞれに対して、ログのタイプ (ErrorAssertWarningLogException) にチェックを入れます。


Clamp BlendShapes (Deprecated) オプションを有効にすると、SkinnedMeshRenderers でブレンドシェイプのウェイトの範囲を固定できます。

Legacy settings for the Android platform
Legacy settings for the Android platform

Publishing Settings

Use these settings to customize building your Android app.

Note: For security reasons, Unity does not save the passwords on this page. The unsigned debug keystore is located by default at ~/.android/debug.keystore on MacOS and %USERPROFILE%\\.android\debug.keystore on Windows.


To use an existing Keystore:

  1. Enable the Use Existing Keystore option.
  2. Click on the Browse Keystore button and select the Keystore from your filesystem.
  3. Enter your password in Keystore password.

Alternatively, you can create a new one:

  1. Enable the Create a new keystore option.
  2. Enter a password in Keystore password.
  3. Re-enter the password in Confirm password.


Select your key from the Alias drop-down menu.

Once selected, you can enter your Password.


Enable the Custom Gradle Template to customize the Gradle build process by providing your own changes to the Gradle build file, located here:

Enable the User Proguard File to use a Proguard file to shrink and optimize your app. For more information, see Gradle for Android. This file is located here:


Specify whether you want to use Proguard or Gradle (Experimental) for minification, or None at all. Choose one of these options from the Release and Debug drop-down menus.

Enable the Split Application Binary option to split your output package into main (APK) and expansion (OBB) packages. This is required to publish applications larger than 100 MBytes to Google Play Store.

XR Settings

XR Settings for the Android Player
XR Settings for the Android Player
設定 機能
Virtual Reality Supported バーチャルリアリティアプリケーションの場合、ここを有効にします。その後、必要な VR SDK をリストに加えます。
Virtual Reality SDKs リストに Virtual Reality SDK を加えたり、削除したりします。このリストは、Virtual Reality Supported が有効な場合にのみ利用可能です。
SDK をリストに加えるには、プラス (+) ボタンをクリックします。
SDK をリストから削除するには、選択してからマイナス (-) ボタンをクリックします。
一部の SDK は追加設定をここに表示します。詳細は XR SDK を参照してください。
Stereo Rendering Mode VR デバイスのレンダリング方法を選択します。
Multi Pass これが通常のレンダリングモードです。Unity はシーンを 2 度レンダリングします。最初に左眼画像をレンダリングしてから右眼画像をレンダリングします。
Single Pass Multiview or Instanced (Preview) 両方の眼の画像を同時にまとまった 1 つのレンダーテクスチャにレンダリングします。つまり、シーン全体が 1 回だけレンダリングされるため、CPU の処理時間が大幅に削減されます。
ARCore Enable this option to use Google’s ARCore platform.
Vuforia Augmented Reality Supported このオプションを有効にすると、Vuforia Virtual Reality SDK を使用するときに必要な Vuforia Augmented Reality SDK を使用できます。

XR Support Installers

XR Settings for the Android Player
XR Settings for the Android Player

You can click the Vuforia Augmented Reality link to enable the Vuforia Software Development Kit. You must have a Vuforia Software License and agree to the terms of that license before the Vuforia Augmented Reality Supported property is enabled.

  • 2018–11–28 限られた 編集レビュー で修正されたページ

  • 5.5 のアップデート機能

  • Sustained Performance Mode は 2017.3 で追加

  • .NET 4.x runtime added in 2018.1

  • Android Multiple APK features added in 2018.2

  • OpenGL ES 3.2 support for Android added in 2019.1 NewIn20191

    • Input System preview added in Unity 2019.1
Android 向けシングルパスステレオレンダリング機能
Android の 2D テクスチャ オーバーライド