Player settings for the iOS Player let you customize how Unity builds and displays your final application when targeting the iOS platform. You can access them by navigating to Edit > Project Settings > Player and then selecting the iOS tab. For a description of the general Player settings, refer to Player SettingsSettings that let you set various player-specific options for the final game built by Unity. More info
See in Glossary.
You can find documentation for the properties in the following sections:
Icon Icon settings for iOS.Use the Icon settings to customize the branding for your application on the Apple Store.
You can upload and assign the following types of custom icons for each iOS device:
Setting Description Application icons The main device icons for your application. Spotlight icons Icons that appears in spotlight search results. Settings icons Icons that appears in the deviceâs main settings page. Notification icons Icons that display in notifications sent from your application. Marketing icons Icons to use in the Apple App Store.Icon files can be any image file supported by Unity, in the form of a Texture2D asset. If an icon Texture is missing, Unity scales the icon Texture with the nearest size, with a preference towards using larger Textures.
Resolution and PresentationUse the following Resolution and Presentation settings to customize aspects of the screenâs appearance.
Unity calculates the scale as min(Target DPI * Factor / Screen DPI, 1). The factor uses the Resolution Scaling Fixed DPI Factor value in Quality settings.
Note: This setting is visible only when Resolution Scaling Mode is Fixed DPI.
Reset resolution on window resize Set the screen resolution to the new window size when the window size changes. If you set Resolution Scaling Mode to Fixed DPI, the resolution recalculates based on the Fixed DPI property. Miscellaneous Property Description Show Loading Indicator Specify how the loading indicator appears.Note: Unity shares the value you set for this setting between Android, iOS, and UWP.
Notes:
Use 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 change between landscape left and landscape right.
Note: This section is visible only when you set Default Orientation in the Orientation section to Auto Rotation.
Property Description Portrait Allow portrait orientation with the bottom of the application aligned with the bottom of the screen. Portrait Upside Down Allow portrait orientation with the bottom of the application aligned with the top of the screen. Landscape Right Allow landscape orientation with the right side of the application aligned with the top of the screen. Landscape Left Allow landscape orientation with the left side of the application aligned with the top of the screen. Multitasking SupportEnable the Requires Fullscreen option if your application needs to run in full screen mode.
Status BarUse the Status Bar section to specify parameters related to the iOS status bar.
Property Description Status Bar Hidden Hide the status bar when your application launches. Status Bar Style Define the style of the status bar when the application launches. Additional Resolution and Presentation settings Property Description Disable Depth and Stencil Disable the depth and stencil buffers. Render Over Native UI Force your application to render on top of the native UI. For this setting to take effect, set your Cameraâs Clear Flags to use a solid color with an alpha value lower than 1. Splash imageUse the Virtual Reality Splash Image setting to select a custom splash image for Virtual RealityVirtual Reality (VR) immerses users in an artificial 3D world of realistic images and sounds, using a headset and motion tracking. More info
See in Glossary displays. For information on common Splash Screen settings, refer to Splash Screen.
A launch screen is a Storyboard file from which iOS creates a splash screen on the device. It has the following limitations:
These limitations also apply to custom storyboards.
Select the Launch screen type for iPhone and iPad in the iPhone Launch Screen and iPad Launch Screen sections:
Property Description Launch screen type Select the Launch screen type to use for either iPhone and iPad.Note : This property is visible only when you set the Launch screen type to Image and background (relative size) or Image and background (constant size).
Landscape Image Select an image for landscape orientation.Note : This property is visible only when you set the Launch screen type to Image and background (relative size) or Image and background (constant size).
Background Color Select a background color to fill any screen space that the image doesnât cover.Note : This property is visible only when you set the Launch screen type to Image and background (relative size) or Image and background (constant size).
Fill percentage Specify image size as a percentage of the screen size. Unity calculates image size based on the length or width of the screen, whichever one is smaller (vertical for landscape displays, horizontal for portrait ones).Note : This property is visible only when you set the Launch screen type to Image and background (relative size).
Size in Points Specify an image size in points.Tip: Points and pixels arenât the same. A pixel (px) is a single dot in your image. A point (pt) is a unit of length that measures 1/72 of an inch. Pixel sizes are relative to the screen size and resolution, while point sizes are the size on any screen. For more information, refer to the W3C guidance on size units.
Note : This property is visible only when you set the Launch screen type to Image and background (constant size).
Custom storyboardsWhen you select the Custom Storyboard option in the Launch screen type dropdown for either iPhone or iPad, the Custom Storyboard button appears.
Click the Custom Storyboard button to select a storyboard to display when your game starts up on the device. For your storyboard to appear here, you must first create the storyboard in Xcode and copy it to your Project. For more information, refer to storyboards, scenes, and connections.
If you donât use custom storyboards, you can use Unityâs built-in launch screens to implement splash images.
Debugging and crash reportingUse the debugging and crash reporting settings to gather data about your appâs performance and troubleshoot crashes.
Debugging Property Description Enable Internal Profiler (Deprecated) This feature is deprecated and will be removed in a future version of Unity. Use the Profiler window instead.The Profiler collects application performance data and prints a report to the console. The report has the number of milliseconds each Unity subsystem takes to execute on each frame, averaged across 30 frames.
Crash Reporting Property Description On .Net UnhandledException Select the action Unity takes when a .NET unhandled exception occurs.You can configure a range of Player settings in the Other Settings section. These options are organized into the following groups:
Use these settings to customize how Unity renders your application for the iOS platform.
Property Description Color Space Choose which color space to use for rendering. For more information, refer to Linear rendering overview.Metal API Validation doesnât enable Appleâs Metal API validation, but you can enable it by setting Run in Xcode as to Debug in the Build Profiles window for macOS and iOS.
Note: This setting only appears when running the Editor on macOS.
Metal Write-Only Backbuffer Allow improved performance in non-default device orientation. This sets theframeBufferOnly
flag on the back buffer, which prevents readback from the back buffer and enables some driver optimization. Force hard shadows on Metal Enable this option to force Unity to use point sampling for shadows on Metal. This reduces shadow quality, which improves performance. Memoryless Depth Choose when to use memoryless render textures. Memoryless render textures are temporarily stored in the on-tile memory when rendered, not in CPU or GPU memory. This reduces memory usage of your app but you canât read or write to these render textures.
Note: Memoryless render textures are only supported on iOS, tvOS 10.0+, Metal, and Vulkan. Render textures are read/write protected and stored in CPU or GPU memory on other platforms.
Note: Dynamic batching has no effect when a Scriptable Render Pipeline is active, so this setting is only visible if the Scriptable Render Pipeline Asset Graphics setting is blank.
Sprite Batching Threshold Controls the maximum vertex threshold used when batching. GPU Skinning Calculate mesh skinning and blend shapes on the GPU via shaders to free up CPU resources and improve performance.Camera.Render
on the main thread, which is often a bottleneck.
Note: This feature is experimental. It might not deliver a performance improvement for your project, and might introduce new crashes.
Texture compression format Choose between ASTC and PVRTC as the default texture compression format for iOS. For more information, refer to texture compression format overview.Note: PVRTC format is deprecated. Use ASTC or ETC format instead.
Normal Map Encoding Choose XYZ or DXT5nm-style to set the normal map encoding. This setting affects the encoding scheme and compression format used for normal maps. DXT5nm-style normal maps are of higher quality, but more expensive to decode in shaders. Lightmap Encoding Defines the encoding scheme and compression format of the lightmaps.Note: To use this setting, you must enable the Texture Mipmap Streaming Quality setting.
Streaming Priority Set the priority for all lightmaps in the Mipmap Streaming system. Unity applies this setting to all lightmaps when it generates them.-128
to 127
. Frame Timing Stats Enable this property to gather CPU and GPU frame timing data using FrameTimingManager API. If you disable this property, Dynamic ResolutionA Camera setting that allows you to dynamically scale individual render targets to reduce workload on the GPU. More infoNote: This option is available only when Allow HDR Display Output is active.
Swap Chain Bit Depth Select the number of bits in each color channel for swap chain buffers. For more information on bit depth, refer to D3DHDRDisplayBitDepth.Note: This setting is visible only when Use HDR Display Output is enabled.
enable_360_capture
keyword is added during the RenderToCubemap
call, but isnât triggered outside of this function. Load/Store Action Debug Mode Highlights undefined pixels that might cause rendering problems on mobile platforms. This affects the Unity Editor Game view, and your built application if you select Development Build in the Platform Settings section of the Build Profiles window. For more information, refer to LoadStoreActionDebugModeSettings. Identification
Enter identifying information for your app.
Property Description Override Default Bundle Identifier Indicates whether you can manually set the bundle identifier.Note: This setting affects macOS, iOS, tvOS, and Android.
Bundle Identifier Enter the bundle identifier of the application you are building. The basic structure of the identifier iscom.CompanyName.ProductName
. This structure might vary based on which country you live in, so always default to the string Apple provides to you for your Developer Account. Your ProductName is available from your provisioning certificates.
The Bundle Identifier must follow the convention com.YourCompanyName.YourProductName
and must contain only alphanumeric and hyphen characters. For more information, refer to CFBundleIdentifier.
To set this property, enable Override Default Bundle Identifier.
Version Enter the release-version-number string for the bundle (for example, 4.3.6).This value appears as CFBundleShortVersionString
in the associated info.plist
file. For more information, refer to CFBundleShortVersionString.
This value appears as CFBundleVersion
in the associated info.plist
file. For more information, refer to CFBundleVersion.
For more information, refer to Creating Your Team Provisioning Profile.
Automatically Sign Enable this option to instruct Xcode to automatically sign your build. Configuration Property Description Scripting Backend Choose the scripting backend you want to use. The scripting backend determines how Unity compiles and executes C# code in your Project.Tip: If youâre having problems with a third-party assembly, you can try the suggestion in the API Compatibility Level section.
Note: To use this, set Scripting Backend to IL2CPP.
C++ Compiler Configuration Choose the C++ compiler configuration used when compiling IL2CPP generated code.Note: Using this option can increase both the build time and final size of the built program.
To add new schemes, increase the value of the Size property, then set a reference to the URL to open in the new Element box that appears.
Target Device Select which devices the app targets. Target SDK Select which SDK the app targets.Note: Be sure to select the correct SDK. For example, if you select the Device SDK in Unity and target the Simulator in Xcode, your build will fail.
Target minimum iOS Version Select the minimum version of iOS that the app works on. Enable ProMotion Support Use high frequency refresh rates (120 Hz) on ProMotion displays. This might cause your app to use more battery power. Requires ARKit support Restrict the app to iPhone 6s/iOS 11 and later devices when you publish it to the App Store. Automatically add capabilities Generate anentitlements.plist
file and add capabilities for Game Center if detected in your project. Disable this setting if you intend to sign your app with an enterprise certificate or use a wildcard bundle identifier. Defer system gestures on edges Select one or more edges that users must swipe twice to enact system gestures. Hide home button on iPhone X Hide the home button on iPhone X devices when the app is running. Render Extra Frame on Pause Issue an additional frame after the frame when the app pauses. This lets your app display graphics that display the paused state when the app goes into the background. Enable Custom Background Behaviors Choose what the app can do when the user sends the app to the background. For an example, refer to the BackgroundFetch GitHub project. Variant map for app slicing Expand the Variant map for app slicing section to find the list of variant names configured in scripting. For more information on variants, refer to App slicing.
Note: Enable Use on-demand resources to view this property.
Architecture Choose which architecture to target. Only ARM64 is available for iOS. Simulator Architecture Choose the architecture to build for the Simulator.This property is visible only when you set the Target SDK to Simulator SDK.
You can choose your mono API compatibility level for all targets. Sometimes a third-party .NET library uses functionality that is outside of your .NET compatibility level. If youâre on Windows, you can use the third-party software ILSpy to understand whatâs happening and how to fix it. Follow these steps:
Frameworks/Mono/lib/mono/YOURSUBSET/
.Use these settings to control how much memory shadersA program that runs on the GPU. More info
See in Glossary use at runtime.
16
. For more information, refer to Shader loading. Default chunk count Sets the default limit on how many decompressed chunks Unity keeps in memory on all platforms. The default is 0
, which means thereâs no limit. Override Enables overriding Default chunk size and Default chunk count for this build target. Chunk size (MB) Overrides the value of Default chunk size (MB) on this build target. Chunk count Overrides the value of Default chunk count on this build target. Script Compilation Script Compilation settings for iOS. Property Description Scripting Define Symbols Sets custom compilation flags.
For more details, refer to Platform dependent compilation.
Additional Compiler Arguments Adds entries to this list to pass additional arguments to the Roslyn compiler. Use one new entry for each additional argument.When you have added all desired arguments, click Apply to include your additional arguments in future compilations. Click Revert to reset this list to the most recent applied state.
Suppress Common Warnings Indicates whether to display the C# warnings CS0169 and CS0649. Allow âunsafeâ Code Enables support for compiling âunsafeâ C# code in a pre-defined assembly (for example,Assembly-CSharp.dll
).
.asmdef
), click on one of your .asmdef
files and enable the option in the Inspector window that appears. Use Deterministic Compilation Indicates whether to prevent compilation with the -deterministic C# flag. With this setting enabled, compiled assemblies are byte-for-byte the same each time theyâre compiled.
For more information, refer to C# Compiler Options that control code generation.
OptimizationFor more information about these options and bytecode stripping with IL2CPP, refer to ManagedStrippingLevel.
For more information on how to configure vertex compression and limitations of this setting, refer to Compressing mesh data.
Optimize Mesh Data Enable this option to strip unused vertex attributes from the mesh used in a build. This option reduces the amount of data in the mesh, which can help reduce build size, loading times, and runtime memory usage.Warning: If you have this setting enabled, donât change material or shader settings at runtime.
For more information, refer to PlayerSettings.stripUnusedMeshComponents.
Texture Mipmap Stripping Enables mipmap stripping for all platforms. It strips unused mipmap levels from Textures at build time.QualitySettings.globalTextureMipmapLimit
is set to a mipmap level that has been stripped, Unity will set the value to the closest mipmap level that hasnât been stripped. Stack Trace
Select your preferred stack trace method by enabling the option that corresponds to each Log Type (Error, Assert, Warning, Log, and Exception) based on the type of logging you require. For more information, refer to stack trace logging.
Property Description None No logs are ever recorded. ScriptOnly Logs only when running scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More infoPlayerSettingsiOS
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