# AndroidBlitType

> Describes the method for how content is displayed on the screen.

## Definition

* **Type:** Enum
* **Namespace:** [UnityEditor](/engine/6000.0/script-reference/unityeditor.md)
* **Assembly:** UnityEditor

```csharp
public enum AndroidBlitType
```

## Remarks

Options are as follows:

Use **Always** to render offscreen and blit to the backbuffer. Use **Never** to render directly to the backbuffer. Use **Auto** or automatically choose the most appropriate option.

Depending on the device, [AndroidBlitType.Never](/engine/6000.0/script-reference/unityeditor/androidblittype/never.md) may not support switching MSAA settings at runtime or rendering at non-native resolution. [AndroidBlitType.Never](/engine/6000.0/script-reference/unityeditor/androidblittype/never.md) does not provide a sRGB backbuffer. Linear rendering requires a framebuffer that does sRGB read/write conversions (see [RenderTexture.sRGB](/engine/6000.0/script-reference/unityengine/rendertexture/srgb.md)), otherwise the generated image typically appears too dark. Therefore [AndroidBlitType.Never](/engine/6000.0/script-reference/unityeditor/androidblittype/never.md) is not recommended when linear rendering is used. If you want to use linear rendering with [AndroidBlitType.Never](/engine/6000.0/script-reference/unityeditor/androidblittype/never.md) despite this information, you have to setup your own sRGB render target and handle the blit to the backbuffer.

AndroidBlitType is ignored when the Vulkan Graphics API is used.

## Examples

```csharp
using UnityEditor;
using UnityEditor.Build;
using UnityEngine;

public class AndroidBlitTypeExample : MonoBehaviour
{
    [MenuItem("Build/Android Blit Type Auto Example")]
    public static void AndroidBlitTypes()
    {
        PlayerSettings.SetScriptingBackend(NamedBuildTarget.Android, ScriptingImplementation.IL2CPP);
        PlayerSettings.Android.targetArchitectures = AndroidArchitecture.ARM64;

        //Set AndroidBlitType to Auto which automatically determines
        //the most appropriate method for drawing to the screen.
        PlayerSettings.Android.blitType = AndroidBlitType.Auto;

        BuildPlayerOptions options = new BuildPlayerOptions();
        options.scenes = new[] { "Assets/Scenes/SampleScene.unity" };
        options.locationPathName = "Builds/AndroidBuild.apk";
        options.target = BuildTarget.Android;
        options.targetGroup = BuildTargetGroup.Android;

        BuildPipeline.BuildPlayer(options);
    }
}
```

## Fields

| Value                                                                           | Description                                                                                  |
| ------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------- |
| [Always](/engine/6000.0/script-reference/unityeditor/androidblittype/always.md) | Always render offscreen and blit to the backbuffer.                                          |
| [Auto](/engine/6000.0/script-reference/unityeditor/androidblittype/auto.md)     | Automatically determine the most appropriate method for drawing to the screen.               |
| [Never](/engine/6000.0/script-reference/unityeditor/androidblittype/never.md)   | Never render offscreen and blit to the backbuffer. Always render directly to the backbuffer. |
