Search Results for

    Configure Unity Settings

    This guide describes how to configure Unity settings to optimize the app performance and quality.

    Note

    Play For Dream SDK has preset some of the following settings, SDK Setting window will be shown after importing the SDK.

    Important

    The settings for Unity are project-specific. Thus, the settings outlined in this guide are the basic recommendations. If you clearly understand the meaning of specific settings, you can take different choices to meet your own project.

    Build Settings

    Build settings let developers set the target platform, configure build-related settings and start building process.

    Note

    It is highly recommended to set the target platform before performing any other project settings, for the reason that many settings may depend on the target platform.

    For Play For Dream devices, the target platform should be Android.

    Perform the following steps to switch the platform to Android:

    1. From the menu, go to File -> Build Settings.
    2. Under the Platform block, select Android.
    3. Under the Android block, set the Texture Compression to ASTC.
    4. Click Switch Platform.
    Caution

    You may select Development Build to test and debug your app. When the final build is ready, make sure this selection has been cleared as it may impact the performance.

    Project Settings

    Add Product Details

    Basic product details can be added in Unity to identify your company and app.

    1. From the menu, go to Edit -> Project Settings -> Player.
    2. In Company Name, enter the name of your company.
    3. In Product Name, enter the name of your app which will appear on the menu bar when your app is running.
    4. In Version, enter the version number of your application.

    Product Detail

    Add Package Identification Details

    The settings in this section will automatically change the package attribute in AndroidManifest.xml.

    1. From the menu, go to Edit -> Project Settings -> Player, select Android tab in Player window, expand Other Settings toggle list and find the Identification block.

    2. In Package Name, enter the application ID, which uniquely identifies your app on the device. The basic structure of this identifier should be com.CompanyName.AppName.

      Note

      The CompanyName in the identifier should be equal to the Company Name setting in Product Detail.

      The AppName in the identifier should be related to the Product Name setting in Product Detail. However, if needed, feel free to deviate from the Product Name.

    3. In 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 (e.g., 4.3.2).

    4. In Bundle Version Code, enter the internal version number, which is used only to determine whether one version is more recent than another, with higher numbers indicating more recent versions.

      Note

      The is not the version number shown to user.

    5. In Minimum API Level, set the minimum Android version (API level) required to run the application. For Play For Dream devices, it needs to be set to Android 7.1 Nougat.

    6. In Target API Level, set the target Android version (API level) against which to compile the application. In most cases, it should be set to Automatic (highest installed).

    Identify Detail

    Configure Configuration Settings

    1. From the menu, go to Edit -> Project Settings -> Player, select Android tab in Player window, expand Other Settings toggle list and find the Configuration block.
    2. In Scripting Backend, select IL2CPP.
    3. In Target Architectures, select ARM64.
    4. In Install Location, select Automatic.
    5. In Allow unsafe Code, select it.

    Configuration Settings

    Configure Package Rendering Details

    1. From the menu, go to Edit -> Project Settings -> Player, select Android tab in Player window, expand Other Settings toggle list and find the Rendering block.
    2. Vulkan APIs are not supported for time being. Thus, you can only choose OpenGLES3 or OpenGLES2, or both according to your project requirement.
    3. Multithreaded Rendering is supported, feel free to select it, if needed.

    Configure Resolution and Presentation

    1. From the menu, go to Edit -> Project Settings -> Player, select Android tab in Player window, expand Resolution and Presentation toggle list.
    2. Find the Orientation block, set the Default Orientation to Landscape Left.

    Configure XR Plug-in Management

    1. From the menu, go to Edit -> Project Settings -> XR Plug-in Management.
    2. Install XR Plugin Management, if it is not installed.
    3. Select the YVR as Plugin-in Providers.

    XR Plugin-In Management

    Configure Management

    1. From the menu, go to YVR -> Tools.
    2. Select the VR mode to identify this is a VR application.

    VR Mode

    Note

    If you select VR mode, the metadata com.yvr.application.mode will be automatically added in AndroidManifest. For application without this metadata, the system will treat it as a 2D application. The selection status is saved in Assets/XR/Resources/YVRSDKSettingAsset.asset.

    In This Article