This page details the Player settings specific to Windows. 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:
Enable the Override for Windows, Mac, Linux setting to assign a custom icon for your desktop game. You can upload different sizes of the icon to fit each of the squares provided.
Use the Resolution and Presentation section to customize aspects of the screen’s appearance in the Resolution and Standalone Player Options sections.
This section allows you to customize the screen mode and default size.
Property | Description |
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Run In Background | Enable this option to allow the application to run in the background when it loses focus. When disabled, the application pauses when it loses focus. |
Fullscreen Mode | Choose the full-screen mode. This defines the default window mode at startup.
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Default Is Native Resolution | Enable this option to make the game use the default resolution used on the target machine. Note: This property isn’t visible if you set Fullscreen Mode to Windowed. |
Default Screen Width | Set the default width of the game screen in pixels. Note: This property is visible only if you set Fullscreen Mode to Windowed. |
Default Screen Height | Set the default height of the game screen in pixels. Note: This property is visible only if you set Fullscreen Mode to Windowed. |
Mac Retina Support | Enable this option to enable support for high DPI (Retina) screens on a Mac. Unity enables this by default. This enhances Projects on a Retina display, but it’s somewhat resource-intensive when active. |
Use the Standalone Player Options to specify how the user can customize the screen. For example, you can determine whether the user can resize the screen and how many instances can run concurrently.
Property | Description |
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Use Player Log | Enable this option to write a log file with debugging information. This option is enabled by default. |
Resizable Window | Enable this option to allow resizing of the desktop player window. Note: If you disable this option, your application can’t use the Windowed Fullscreen Mode. |
Visible in Background | Enable this option to display the application in the background if Windowed Fullscreen Mode is used. Note: This prevents keyboard shortcuts that minimize the app window, for example, Alt+Tab and Windows+M , from functioning. For more information, refer to PlayerSettings.visibleInBackground. |
Allow Fullscreen Switch | Enable this option to allow default OS full-screen key presses to toggle between full-screen and windowed modes. |
Force Single Instance | Enable this option to restrict desktop players to a single concurrent running instance. |
Use DXGI flip model swap chain for D3D11 | Using the flip model ensures the best performance. This setting affects the D3D11 graphics API. Disable this option to fall back to the Windows 7-style BitBlt model. For more information, refer to PlayerSettings.useFlipModelSwapchain. |
Use 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, see Splash Screen.
This section allows you to customize a range of options organized into the following groups:
Use these settings to customize how Unity renders your game for desktop platforms.
Property | Description | |
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Color Space | Choose which color space to use for rendering. For more information, refer to Linear rendering overview.
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MSAA Fallback | Select the multi sample antialiasing fallback strategy to upgrade or downgrade the sample count if the sample count requested by the user is not supported by the device.
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Auto Graphics API for Windows | Enable this option to use the recommended Graphics API on the Windows machine the game is running on. Disable it to add and remove supported Graphics APIs. | |
Auto Graphics API for Mac | Enable this option to use the recommended Graphics API on the Mac the game is running on. Disable it to add and remove supported Graphics APIs. Windows doesn’t support this property. | |
Auto Graphics API for Linux | Enable this option to use the recommended Graphics API on the Linux machine it runs on. Disable it to add and remove supported Graphics APIs. | |
Color Gamut | You can add or remove color gamuts to use for rendering. Click the plus (+) icon to view 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. | |
Static Batching | Enable this option to use static batchingA technique Unity uses to draw GameObjects on the screen that combines static (non-moving) GameObjects into big Meshes, and renders them in a faster way. More info See in Glossary. |
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Dynamic Batching | Use Dynamic BatchingAn automatic Unity process which attempts to render multiple meshes as if they were a single mesh for optimized graphics performance. The technique transforms all of the GameObject vertices on the CPU and groups many similar vertices together. More info See in Glossary on your build (enabled by default). 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. |
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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.
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Graphics Jobs | Offload graphics tasks (render loops) to worker threads running on other CPU cores. This option reduces the time spent in Camera.Render on the main thread, which can be a bottleneck. |
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Graphics Jobs Mode | Specify the graphics jobs mode to use in your application. For information about jobs in Unity, refer to Job system. Note: This option is available only when Graphics Jobs is enabled and Graphics APIs is set to DX12 or Vulkan.
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Lightmap Encoding | Defines the encoding scheme and compression format of the lightmaps. You can choose from Low Quality, Normal Quality, or High Quality |
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HDR Cubemap Encoding | Defines the encoding scheme and compression format of the HDR Cubemaps. You can choose from Low Quality, Normal Quality, or High Quality. For more information, refer to Lightmaps: Technical information. |
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Lightmap Streaming | Enable this option to use Mipmap Streaming for lightmaps. Unity applies this setting to all lightmaps when it generates them. Note: To use this setting, you must enable the Texture Mipmap Streaming Quality setting. |
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Streaming Priority | Set the priority for all lightmaps in the Mipmap Streaming system. Unity applies this setting to all lightmaps when it generates them. Positive numbers give higher priority. Valid values range from -128 to 127 . |
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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 info See in Glossary camera setting can’t use this data to dynamically adjust the resolution to reduce GPU workload. |
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OpenGL: Profiler GPU Recorders | Enable GPU recorder support and disable the GPU profiler. OpenGL API doesn’t allow both recorder and profiler to work simultaneously. Disable this property to use GPU profiler. | |
Allow HDR Display Output | Enable HDR mode output when the application runs. This only works on displays that support this feature. If the display doesn’t support HDR mode, the game runs in standard mode. | |
Use HDR Display Output | Checks if the main display supports HDR, and if it does, swaps to HDR output when the application launches. Note: This option is available only when Allow HDR Display Output is active. |
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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.
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Virtual Texturing (Experimental) | Reduce GPU memory usage and texture loading times if your Scene has many high resolution textures. For more information, refer to Virtual Texturing. Note: The Unity Editor requires a restart for this property to take effect. |
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360 Stereo Capture | Indicate whether Unity can capture stereoscopic 360 images and videos. When enabled, Unity compiles additional shader variants to support 360 capture (currently only on Windows/OSX). The enable_360_capture keyword is added during the RenderToCubemap call, but isn’t triggered outside of this function. |
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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. | |
Editor Only | Indicates whether the Load/Store Action Debug Mode only runs in the Unity Editor. Note:This property is visible only when Load/Store Action Debug Mode is set to true. |
Property | Description |
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SRGB Write Mode | Enable this option to allow Graphics.SetSRGBWrite() renderer to toggle the sRGB write mode during runtime. That is, if you want to temporarily turn off Linear-to-sRGB write color conversion, you can use this property to achieve that. Enabling this has a negative impact on performance on mobile tile-based GPUs; therefore, do NOT enable this for mobile. |
Number of swapchain buffers | Set this option to 2 for double-buffering, or 3 for triple-buffering to use with Vulkan renderer. This setting may help with latency on some platforms, but in most cases you should not change this from the default value of 3. Double-buffering might have a negative impact on performance. Do not use this setting on Android. |
Acquire swapchain image late as possible | If enabled, Vulkan delays acquiring the backbuffer until after it renders the frame to an offscreen image. Vulkan uses a staging image to achieve this. Enabling this setting causes an extra blit when presenting the backbuffer. This setting, in combination with double-buffering, can improve performance. However, it also can cause performance issues because the additional blit takes up bandwidth. |
Recycle command buffers | Indicates whether to recycle or free CommandBuffers after Unity executes them. |
Property | Description |
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Scripting Backend | Choose the scripting backend you want to use. The scripting backend determines how Unity compiles and executes C# code in your Project.
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API Compatibility Level | Choose which .NET APIs you can use in your project. This setting can affect compatibility with third-party libraries. However, it has no effect on Editor-specific code (code in an Editor directory, or within an Editor-specific Assembly Definition). Tip: If you’re having problems with a third-party assembly, you can try the suggestion in the API Compatibility Level section.
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Editor Assemblies Compatibility Level | Select which .NET APIs to use in your Editor assemblies.
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IL2CPP Code Generation | Defines how Unity manages IL2CPP code generation. This option is only available if you use the IL2CPP scripting backend.
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C++ Compiler Configuration | Choose the C++ compiler configuration used when compiling IL2CPP generated code.
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IL2CPP Stacktrace Information | Choose the information to include in a stack trace. For further details on the information types, refer to Managed stack traces with IL2CPP.
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Use incremental GC | Uses the incremental garbage collector, which spreads garbage collection over several frames to reduce garbage collection-related spikes in frame duration. For more information, refer to Automatic Memory Management. |
Allow downloads over HTTP | Indicate whether to allow downloading content over HTTP. The default option is Not allowed due to the recommended protocol being HTTPS, which is more secure.
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Active Input Handling | Choose how to handle input from users.
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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. In order to understand what is going on in such cases, and how to best fix it, try following these suggestions:
Frameworks/Mono/lib/mono/YOURSUBSET/
.Property | Description |
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Shader Precision Model | Select the default precision shaders use. For more information, refer to Use 16-bit precision in shaders.
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Strict shader variant matching | Enable this option to use the error shader for rendering if a shader variant is missing in the Player build and display an error in the console. The error specifies the shader, subshader index, pass, and keywords used for shader variant search |
Keep Loaded Shaders Alive | Keep all loaded shaders alive and prevent unloading. |
Use these settings to control how much memory shadersA program that runs on the GPU. More info
See in Glossary use at runtime.
Property | Description |
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Default chunk size (MB) | Sets the maximum size of compressed shader variant data chunks Unity stores in your built application for all platforms. The default is 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 there’s 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. |
Property | Description |
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Scripting Define Symbols | Set custom compilation flags. For more details, refer to Platform dependent compilation. |
Additional Compiler Arguments | Add entries to this list to pass additional arguments to the Roslyn compiler. Use one new entry for each additional argument. To create a new entry, press the ‘+’ button. To remove an entry, press the ‘-’ button. When you have added all desired arguments, click the Apply button to include your additional arguments in future compilations. The Revert button resets this list to the most recent applied state. |
Suppress Common Warnings | Disable this setting to display the C# warnings CS0169 and CS0649. |
Allow ‘unsafe’ Code | Enable support for compiling ‘unsafe’ C# code in a pre-defined assembly (for example, Assembly-CSharp.dll ). For Assembly Definition Files ( .asmdef ), click on one of your .asmdef files and enable the option in the Inspector window that appears. |
Use Deterministic Compilation | Disable this setting to prevent compilation with the -deterministic C# flag. With this setting enabled, compiled assemblies are byte-for-byte identical each time they’re compiled. For more information, refer to Microsoft’s deterministic compiler option documentation. |
Property | Description |
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Prebake Collision Meshes | Adds collision data to Meshes at build time. |
Preloaded Assets | Sets 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 | Enable this option if you want the Unity Linker tool to remove code for Unity Engine features that your Project doesn’t use. This setting is only available with the IL2CPP scripting backend. Most apps do not use every available DLL. This option strips out DLLs that your app doesn’t use to reduce the size of the built Player. If your app is using one or more classes that would normally be stripped out under your current settings, Unity displays a debug message when you try to build the app. |
Managed Stripping Level | Choose how aggressively Unity strips unused managed (C#) code. When Unity builds your app, the Unity Linker process can strip unused code from the managed DLLs your Project uses. Stripping code can make the resulting executable smaller, but can sometimes remove code that’s in use. For more information about these options and bytecode stripping with IL2CPP, refer to ManagedStrippingLevel.
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Vertex Compression | Sets vertex compression per channel. This affects all the meshes in your project. Typically, Vertex Compression is used to reduce the size of mesh data in memory, reduce file size, and improve GPU performance. 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, don’t 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. Unity determines unused mipmap levels by comparing the mipmap level against the quality settings for the current platform. If a mipmap level is excluded from every quality setting for the current platform, then Unity strips those mipmap levels from the build at build time. If QualitySettings.globalTextureMipmapLimit is set to a mipmap level that has been stripped, Unity will set the value to the closest mipmap level that hasn’t been stripped. |
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 |
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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 info See in Glossary. |
Full | Logs all the time. |
Enable Clamp BlendShapes (Deprecated) option to clamp the range of blend shape weights in SkinnedMeshRenderers.
Enable Capture Startup Logs option to generate debug information in the log files during the startup of your application.