Android environment setup Show
This page details the Player Settings for the Android platform. For a description of the general Player settings, see Player SettingsSettings that let you set various player-specific options for the final game built by Unity.
More info Documentation for the properties is grouped according to their
respective sections in the Player UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
IconUse the Icon section to specify icons to represent your application on the device. Icon settings for Android.
Resolution and PresentationUse the Resolution and Presentation section to customize aspects of the screen’s appearance. Resolution and Presentation settings for Android.
Other Resolution and Presentation settings are grouped under the following sections:
Resolution ScalingUse the Resolution Scaling section to customize settings relating to screen resolution scaling. Using a resolution lower than the device’s native resolution can improve performance and battery life. Resolution Scaling settings for Android.
Supported Aspect RatioUse the Supported Aspect Ratio section to customize settings relating to which device aspect ratios to support. Resolution Scaling settings for Android.
OrientationUse the Orientation section to customize settings relating to the orientation of the application on the device. Orientation settings for Android.Choose the game’s screen orientation from the Default Orientation drop-down menu:
Allowed Orientations for Auto RotationUse the Allowed Orientations for Auto Rotation section to specify which orientations the application supports when you set Default Orientation to Auto Rotation. This is useful, for example, to lock the application to landscape orientation but allow the user to switch between landscape left and landscape right. This section only appears when you set Default Orientation to Auto Rotation. Allowed Orientations for Auto Rotation settings for Android.
OtherThe Resolution and Presentation section also contains the following general settings. Other resolution and presentation settings for Android.
Splash ImageUse the Virtual Reality Splash Image setting to select a custom splash image for Virtual RealityA system that immerses users in an artificial 3D world of realistic images and sounds, using a headset and motion tracking. More info Below the common Splash Screen settings, you can set up an Android-specific Static Splash Image. Splash screen settings for Android.
Other SettingsThis section allows you to customize a range of options organized into the following groups:
RenderingUse these settings to customize how Unity renders your game for the Android platform. Rendering settings for the Android platform
Vulkan SettingsVulkan Player settings for the Android platform
IdentificationIdentification settings for the Android platform
ConfigurationConfiguration settings for the Android platform
Shader Variant LoadingUse these settings to control how much memory shadersA program that runs on the GPU. More info
API Compatibility LevelYou can choose your mono API compatibility level for all targets. Sometimes a 3rd-party .NET library uses functionality that’s outside of your .NET compatibility level. To understand what’s going on in such cases, and how to best fix it, try following these suggestions:
Script CompilationScript compilation settings for the Android platform
OptimizationOptimization settings for the Android platform
LoggingSelect what type of logging to allow in specific contexts. Logging settings for Android platform
See stack trace logging for more information. LegacyEnable the Clamp BlendShapes (Deprecated) option to clamp the range of blend shape weights in SkinnedMeshRenderers. Legacy settings for the Android platformPublishing SettingsUse the Publishing Settings to configure how Unity builds your Android app. To open the Publishing Settings, go to Edit > Project Settings, select Player, select the Android icon, and open the Publishing Settings panel. This section describes the different parts of the Publishing Settings panel and what they do. These include:
Note: For security reasons, Unity doesn’t save your KeystoreAn Android system that lets you store cryptographic key entries for enhanced device security. More info Use the Keystore Manager window to create, configure and load your keys and keystores. You can load existing keystores and keys from either the Keystore Manager or the main Android Publishing panel. If you choose to load these from inside the Keystore Manager, Unity automatically fills the Project Keystore and Project Key fields. Project KeystoreA keystore is a container that holds signing keys for application security. For details, see Android developer documentation: Android keystore system. Use the Project Keystore settings to choose which keystore to use for the open project. When you load a keystore, Unity loads all of the keys in that keystore. To load and use an existing keystore in your open project:
If you don’t have an existing keystore, leave Custom Keystore disabled. Unity uses a debug keystore to sign your application. A debug keystore is a working keystore. It allows you to sign the application and to test it locally. However, the app store will decline apps signed in this way. This is because the app store is unable to verify the validity and ownership of the application using a debug keystore.
Project KeyWhen you load a keystore, Unity loads all of the keys in that keystore. Use the Project Key settings to choose one key from that keystore to use as the active key for the open project.
BuildBy default, Unity builds your application with the manifest files, GradleAn Android build system that automates several build processes. This automation means that many common build errors are less likely to occur. More info To use a custom manifest file, Gradle template or Proguard file:
The settings in the Build section only apply to the build process for the current project.
MinifyMinification is a process which shrinks, obfuscates and optimises the code in your application. It can reduce the code size and make the code harder to disassemble. Use the Minify settings to define when and how Unity should apply minification to your build. In most cases, it’s good practice to only apply minification to release builds, and not debug builds. This is because minification takes time, and can make the builds slower. It can also make debugging more complicated due to the optimisation that the code undergoes. The settings in the Minify section only apply to the build process for the current project.
Split Application BinaryEnable the Split Application Binary option to split your output package into main (APK) and expansion (OBB) packages. The Google Play Store requires this if you want to publish applications larger than 100 MB.
Android environment setup Which option must be enabled if you want to manipulate the playback of a video file during a presentation?Record Side Show.. Use Presenter View.. Show Playback Controls.. Show Media Controls.. Which feature lets you configure multiple combinations of specific slides for playback from a larger Slide Show in PowerPoint?Under Slides in presentation, click the slides that you want to include in the custom show, and then click Add. Tip: To select multiple sequential slides, click the first slide, and then hold down SHIFT while you click the last slide that you want to select.
Where is the playback tab in PowerPoint?Playback Contextual Tab. Be sure that you have Selected the audio button to trigger the appearance of the Playback contextual tab on the right side of the ribbon.. Select the Playback tab. ... . The Audio Options group contains some additional settings that may interest you.. What happens when you press the ESC key while playing a from current slide?What happens when you press the Esc key while playing a From Current Slide or From Beginning slide show? The current slide is temporary hidden. The slide show ends and you return to your previous view.
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