Manual: Android requirements and compatibility (original) (raw)

Before you begin to develop an Android application in Unity, check Unity’s requirements and compatibility information for Android to make sure you’re aware of any limitations for developing a Unity application for this platform.

Android support

Unity supports Android 6.0 “Marshmallow” (API level 23) and above. For more information, refer to AndroidSdkVersions.

Graphics API support

Android devices support Vulkan and OpenGL ES. This section contains information about the graphics APIs Unity supports for Android.

Graphics API Support
Vulkan Yes
OpenGL ES 1.0 No
OpenGL ES 1.1 No
OpenGL ES 2.0 No
OpenGL ES 3.0 Yes
OpenGL ES 3.1 Yes
OpenGL ES 3.2 Yes

Render pipeline compatibility

Not every render pipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary is compatible with Android due to hardware and graphics API limitations.

Feature Built-in Render Pipeline Universal Render Pipeline High Definition Render Pipeline Custom Scriptable Render Pipeline
Android Yes Yes No Yes

Manifest element attributes

This section contains compatibility information on Android App Manifest element attributes.

Emulator compatibility

Unity doesn’t support Android emulators. To test your application, you can:

Texture compression

The standard texture compressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
See in Glossary formats on Android are Ericsson Texture Compression (ETC) and Adaptable Scalable Texture Compression (ASTC). To target the widest range of Android devices, use one of these texture compression3D Graphics hardware requires Textures to be compressed in specialized formats which are optimized for fast Texture sampling. More info
See in Glossary formats. Unity’s default texture compression format is ASTC. If an Android device doesn’t support the texture compression format you use for a texture, Unity decompresses the texture at runtime. This increases memory usage and decreases rendering speed.

A subset of Android devices support the DXT and PVRTC texture compression formats. These formats support textures with an alpha channel as well as high compression rates or high image quality. For digital distribution services that filter content based on texture compression format, it is best practice to create separate builds of your application for each texture compression format.

There are two ways to change the default texture compression format for your application:

The value you set in build settings has priority over the one you set in Player Settings. Use it to change the texture compression format for a particular build.

You can also customize the texture compression format for individual textures. The value you set for an individual texture overridesPlatform-specific settings that allow you to set the resolution, file size with associated memory size requirements, pixel dimensions, and quality of your Textures for each target platform. More info
See in Glossary the default texture compression format value. For information on how to change the texture formatA file format for handling textures during real-time rendering by 3D graphics hardware, such as a graphics card or mobile device. More info
See in Glossary of individual textures, see Texture Importer.

Playing video files

This section provides additional information for playing video files on Android:

16 KB memory page size support

Unity supports devices with 16 KB memory page sizes, a feature introduced in Android 15. For more information about the feature, refer to the Android documentation on Support 16 KB page sizes.

Unity applications built for devices with 4 KB memory page size might not work on devices with 16 KB memory page size. To ensure your application is compatible with the devices that use 16 KB memory page size, consider the following key points: