Android용 싱글 패스 스테레오 렌더링
Android 2D 텍스처 오버라이드(Android 2D Textures Overrides)

Android 플랫폼을 위한 플레이어 설정

이 페이지에서는 Android에만 해당되는 Player 설정에 대해 자세하게 설명합니다. 일반 Player 설정에 대한 설명은 플레이어 설정을 참고하십시오.

Android 플레이어 설정
Android 플레이어 설정

You can find documentation for the properties in the following sections:

아이콘

Android 플레이어 설정 창의 Icon 섹션
Android 플레이어 설정 창의 Icon 섹션
프로퍼티 기능
Adaptive 앱의 Android Adaptive 아이콘에 대한 텍스처를 설정합니다.
Round 앱의 Android Round 아이콘에 대한 텍스처를 설정합니다.
Legacy 앱의 Android Legacy 아이콘에 대한 텍스처를 설정합니다.
Enable Android Banner Android TV 빌드용 커스텀 배너를 활성화합니다.

해상도 및 프레젠테이션

Use the Resolution and Presentation section to customize aspects of the screen’s appearance.

Android 플랫폼의 Resolution and Presentation 설정
Android 플랫폼의 Resolution and Presentation 설정
설정 기능
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.
Preserve framebuffer alpha Unity가 네이티브 Android UI 상단에 렌더링하도록 하려면 이 옵션을 활성화합니다. 이렇게 하려면 카메라의 빈 플래그를 알파가 1 미만인 단색으로 설정해야 합니다(OpenGL ES에만 해당).

Other Resolution and Presentation properties are grouped under these sections:

해상도 스케일링

Android 플랫폼의 Resolution Scaling 설정
Android 플랫폼의 Resolution Scaling 설정
설정 기능
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 window.
Note: This option only appears when the Resolution Scaling Mode is set to Fixed DPI.
Blit Type blit를 사용해 최종 이미지를 화면에 렌더링할지 여부를 제어합니다.
Always (Always blit) Unity가 오프스크린 버퍼로 렌더링한 다음 시스템 프레임버퍼에 복사하도록 만듭니다. 이 옵션은 대부분의 기기와 호환되지만, 대개 Never 블리팅보다는 느립니다.
Never (Never blit) Unity가 OS에서 제공된 프레임버퍼에 렌더링하도록 만듭니다. 애플리케이션 런타임 시점에 실패를 유발하는 조건이 발생하면 애플리케이션은 1회성 경고를 기기 로그에 출력합니다. Never 블리팅은 대개 Always 블리팅보다 빠르지만, 일부 기기와 호환되지 않습니다.
Auto 가능한 경우 Unity가 OS에서 제공된 프레임버퍼에 렌더링하도록 만듭니다. 애플리케이션이 시스템 프레임버퍼에 렌더링하지 못하게 만드는 조건이 충족되면 애플리케이션은 오프스크린 렌더링으로 전환하고 기기 콘솔에 경고를 발행합니다.

지원되는 종횡비

Android 플랫폼의 Aspect Ratio Mode 설정
Android 플랫폼의 Aspect Ratio Mode 설정

기기에 대한 Aspect Ratio Mode 를 설정합니다. Legacy Wide Screen (1.86), Native Aspect Ratio, Custom 중에서 선택할 수 있습니다. Custom 을 선택하면 Up To 필드가 나타납니다.

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

방향

Android 플랫폼의 Default Orientation 설정
Android 플랫폼의 Default Orientation 설정

Default Orientation 드롭다운 메뉴에서 게임의 화면 방향을 선택합니다.

설정 기능
Portrait 홈 버튼이 아래쪽에 오도록 지정합니다.
Portrait Upside Down 홈 버튼이 위쪽에 오도록 지정합니다.
Landscape Left 홈 버튼이 오른쪽에 오도록 지정합니다.
Landscape Right 홈 버튼이 왼쪽에 오도록 지정합니다.
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.

When you set the orientation to Auto Rotation, the Allowed Orientations for Auto Rotation section appears.

Allowed Orientations for Auto Rotation

This section is only visible when Default Orientation is set to Auto Rotation.

Android 플랫폼의 Allowed Orientations for Auto Rotation 설정
Android 플랫폼의 Allowed Orientations for Auto Rotation 설정

Because Auto Rotation changes screen orientation to match the device, you may want to limit the screen orientations allowed (for example, locking a device to landscape).

Enable each orientation you want to allow by checking its box in this section:

설정 기능
Portrait 세로 방향을 사용할 수 있습니다.
Portrait Upside Down 거꾸로 된 세로 방향(홈 버튼이 위쪽에 위치)을 사용할 수 있습니다.
Landscape Right 오른쪽 가로 방향(홈 버튼이 왼쪽 에 위치)을 사용합니다.
Landscape Left 풍경 왼쪽 방향(홈 버튼이 오른쪽 에 위치)을 사용할 수 있습니다.

기타

Android 플랫폼의 기타 해상도 및 프레젠테이션 설정
Android 플랫폼의 기타 해상도 및 프레젠테이션 설정
설정 기능
Use 32-bit Display Buffer 32비트 컬러 값(기본값은 16비트)을 유지하는 디스플레이 버퍼를 생성하려면 이 옵션을 활성화합니다. 줄무늬가 보이거나 포스트 프로세싱된 효과에 알파가 필요한 경우 사용합니다. 디스플레이 버퍼와 포맷이 동일한 렌더 텍스처를 생성하기 때문입니다.
Disable Depth and Stencil 뎁스 및 스텐실 버퍼를 비활성화하려면 이 옵션을 사용합니다.
Show Loading Indicator 로딩 진행 표시줄이 표시되는 방식을 선택합니다. Don’t Show, Large, Inversed Large, Small, Inversed Small 옵션이 있습니다.

스플래시 이미지

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.

Android 플랫폼의 Splash Image 설정
Android 플랫폼의 Splash Image 설정

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)

기타 설정

This section allows you to customize a range of options organized into the following groups:

렌더링

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
프로퍼티 기능
Color Space 렌더링에 사용할 색 공간을 선택합니다. 옵션은 GammaLinear 입니다.
두 색 공간의 차이점은 리니어 렌더링 개요 페이지를 참조하십시오.
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.
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).
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 그래픽스 버퍼가 하드웨어 보호 경로를 통해서만 표시되도록 강제로 설정하려면 체크박스를 선택합니다. 지원되는 기기에서만 사용할 수 있습니다.
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.

식별

Identification settings for the Android platform
Identification settings for the Android platform
프로퍼티 기능
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 애플리케이션을 실행하는 데 필요한 최소 Android 버전(API 레벨)입니다.
Target API Level 애플리케이션을 컴파일하는 데 사용할 타겟 Android 버전(API 레벨)입니다.

설정

Configuration settings for the Android platform
Configuration settings for the Android platform
설정 기능
Scripting Runtime Version 프로젝트에 사용할 .NET 런타임을 선택합니다. 자세한 내용은 Microsoft의 .NET 문서를 참조하십시오.
.NET 3.5 Equivalent (Deprecated) .NET 3.5 API를 구현하는 .NET 런타임입니다. 이 기능은 지원이 중단되어 더 이상 사용할 수 없습니다. .NET 4를 사용하십시오.
.NET 4.x Equivalent .NET 4 API를 구현하는 .NET 런타임입니다. 이 API는 .NET 3.5보다 최신 버전이기 때문에 더 많은 API에 액세스할 수 있고, 더 많은 외부 라이브러리와 호환되며, C# 6를 지원합니다. 기본 스크립팅 런타임으로 사용됩니다.
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 전체 .NET 호환성의 부분 집합, 파일 크기 작음. 제외 예정인 .NET 3.5 런타임의 일부.
.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.
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 애플리케이션이 기기에 설치되는 위치를 지정합니다. 자세한 내용은 Android 개발자의 설치 위치 문서를 참조하십시오.
Automatic 운영체제가 결정하게 합니다. 사용자가 앱 설치 위치를 이동할 수 있습니다.
Prefer External 가능한 경우 애플리케이션을 외부 저장소(SD 카드)에 설치합니다. 운영체제에 따라 불가능할 수 있습니다. 불가능한 경우 앱이 내장 메모리에 설치됩니다.
Force Internal 애플리케이션을 강제로 내장 메모리에 설치합니다. 사용자가 앱을 외부 저장소로 이동할 수 없습니다.
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 커스텀 컴파일 플래그를 설정합니다. 자세한 내용은 플랫폼별 컴파일을 참조하십시오.
Allow ‘unsafe’ Code 사전 정의된 어셈블리(예: Assembly-CSharp.dll)에서 ‘unsafe’ C# code 컴파일에 대한 지원을 활성화합니다. 어셈블리 정의 파일(.asmdef)의 경우 .asmdef 파일 중 하나를 클릭한 후 표시되는 인스펙터 창에서 이 옵션을 활성화하십시오.
Active Input Handling Choose how you want to handle input from users.
Input Manager Use the traditional Input window.
Input System (Preview) Use the newer Input system. The Input System is under development. To try an early preview of the Input System, install the InputSystem package. If you select the Input System (Preview) option without having that package installed, nothing happens except for some extra processing.
Both Use both systems side by side.

API Compatibility Level

모든 타겟에 대한 Mono API 호환성 레벨을 선택할 수 있습니다. 때때로 타사 .NET 라이브러리는 원하는 .NET 호환성 레벨을 벗어납니다. 이런 경우에 발생하는 일과 그에 대한 해결 방법은 다음을 통해 확인할 수 있습니다.

  1. Windows용 Reflector를 설치합니다.
  2. 문제가 있는 API 호환성 레벨의 .NET 어셈블리를 Reflector로 드래그합니다. 해당 어셈블리는 Frameworks/Mono/lib/mono/YOURSUBSET/에서 찾을 수 있습니다.
  3. 확인하려는 타사 어셈블리를 드래그합니다.
  4. 타사 어셈블리를 마우스 오른쪽 버튼으로 클릭하고 Analyze를 선택합니다.
  5. 분석 보고서에서 Depends on 섹션을 살펴봅니다. 타사 어셈블리에서 사용하지만 원하는 .NET 호환성 레벨에서 벗어나는 경우 모두 빨간색으로 강조 표시됩니다.

Optimization

Optimization settings for the Android platform
Optimization settings for the Android platform
설정 기능
Prebake Collision Meshes 빌드 시간에 충돌 데이터를 메시에 추가할지 설정합니다.
Keep Loaded Shaders Alive Enable this option to prevent shaders from being unloaded.
Preloaded Assets Set an array of Assets for the player to load on startup.
To add new Assets, increase the value of the Size property and then set a reference to the Asset to load in the new Element box that appears.
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 전체 예외 처리를 사용합니다(Mono 스크립팅 백엔드를 사용하면 기기 성능에 영향을 줄 수 있음).
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 Set vertex compression per channel. For example, you can enable compression for everything except positions and lightmap UVs. Whole Mesh compression set per imported object overrides where vertex compression is set on objects. Everything else obeys these vertex compression settings.
Optimize Mesh Data 적용된 머티리얼에 필요 없는 데이터를 메시에서 제거합니다(탄젠트, 노멀, 컬러, UV).

로깅

Select what type of logging to allow in specific contexts.

Logging settings for Android platform
Logging settings for Android platform

Check one box that corresponds to each Log Type (Error, Assert, Warning, Log, and Exception) when running scripts (ScriptOnly) , all the time (Full), or never (None).

레거시

Enable the Clamp BlendShapes (Deprecated) option to clamp the range of Blend Shape weights in SkinnedMeshRenderers.

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

퍼블리싱 설정(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.

Keystore

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.

Key

Select your key from the Alias drop-down menu.

Once selected, you can enter your Password.

Build

Enable the Custom Gradle Template to customize the Gradle build process by providing your own changes to the Gradle build file, located here:
Assets/Plugins/Android/mainTemplate.gradle.

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:
Assets/Plugins/Android/proguard-user.txt

Minify

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.

Enable Use Legacy SDK tools to use the deprecated Android SDK build tools to build the app. Selecting this option can increase build times.

XR 설정

XR Settings for the Android Player
XR Settings for the Android Player
설정 기능
Virtual Reality Supported 애플리케이션이 가상현실 애플리케이션이라면 체크박스를 선택합니다. 그런 다음 필수 VR SDK를 목록에 추가합니다.
Virtual Reality SDKs Add and remove Virtual Reality SDKs from the list. This list is only available available when the Virtual Reality Supported is enabled.
To add an SDK to the list, click the plus (+) button.
To remove an SDK from the list, select it and then click the minus (-) button.
Some of the SDKs provide extra settings that appear here. For details, see XR SDKs.
Stereo Rendering Mode Choose how you want to render for a virtual reality device.
Multi Pass This is the normal rendering mode. Unity renders the Scene twice: first to render the left-eye image; and then again for the right-eye image.
Single Pass Multiview or Instanced (Preview) Render both eye images at the same time into one packed Render Texture. This means that the whole Scene is only rendered once, which significantly reduces CPU processing time.
ARCore Enable this option to use Google’s ARCore platform.
Vuforia Augmented Reality Supported Enable this option to use Vuforia Augmented Reality SDK, which is required when using the Vuforia Virtual Reality SDK.

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.



  • 2018–10–19 일부 편집 리뷰를 거쳐 페이지 수정됨

  • Unity 5.5에서 업데이트된 기능

  • Unity 2017.3에서 Sustained Performance Mode 추가됨

  • 2018.1에서 .NET 4.x 런타임 추가됨

  • Unity 2018.2에서 Android Multiple APK 기능 추가됨

Android용 싱글 패스 스테레오 렌더링
Android 2D 텍스처 오버라이드(Android 2D Textures Overrides)