# UWP Player settings

> Refer to the UI description of UWP Player settings.

To access the Universal Windows Platform (UWP) **Player** settings, go to **Edit** > Editor > **Player** from the main menu in Unity. Use the **Player** settings to determine how Unity builds and displays your final application. For a description of the general **Player** settings, refer to [Player Settings](/engine/6000.6/manual/unity-editor/editor-settings-reference/comp-manager-group/class-player-settings.md).


**Player settings for UWP:**
![](/api/media?file=/engine/6000.6/media/images/PlayerSettingsWSA.png)

Documentation for the properties is grouped according to their respective sections in the Player UI:

* [Icon](#Icon)
* [Resolution and Presentation](#Resolution)
* [Splash Image](#Splash)
* [Other Settings](#Other)
* [Publishing Settings](#Publishing)

## Icon

Use the **Icon** settings to customize the branding for your app on the Microsoft Store.


**Icon Settings:**
![](/api/media?file=/engine/6000.6/media/images/PlayerSetWSAIcon.png)

The Icon section displays warnings for any images that are required for certification but haven’t been assigned. A UWP application must specify icon and logo images as part of the package before you can submit it to the Microsoft Store.

> **Note:**
>
> You can also choose the image types and their sizing within the API. For more information, refer to [`PlayerSettings.WSAImageType`](/engine/6000.6/script-reference/unityeditor/playersettings/wsaimagetype.md) and [`PlayerSettings.WSAImageScale`](/engine/6000.6/script-reference/unityeditor/playersettings/wsaimagescale.md).

Expand the **Store Logo** section to specify the image that appears on the Store description page for the application. You can add up to eight different resolutions.

### Tile

Customize the general appearance of your Microsoft Store tiles with these settings:

| **Property**         | **Description**                                                                                                                                                            |
| -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Short name**       | Sets an abbreviated name for the app.                                                                                                                                      |
| **Show name on**     | Indicates each icon image you want the name to appear on: **Medium Tile**, **Large Tile**, or **Wide Tile**.                                                               |
| **Foreground text**  | Chooses whether to use **Light** or **Dark** text on the app's Tile.                                                                                                       |
| **Background color** | Specifies what color to use for the background.                                                                                                                            |
| **Default Size**     | Chooses which size you want to use as the default size for the Tile.- **Not Set**: Don't use a default size.
- **Medium**: Use a medium size.
- **Wide**: Use a wide size. |

Unity copies these options directly to the `Package.appxmanifest` file.

### Tiles and Logos

Specify the images your tiles display on the Microsoft Store with these settings:

| **Property**            | **Description**                                                                     |
| ----------------------- | ----------------------------------------------------------------------------------- |
| **Square 44x44 Logo**   | Set a 44x44 logo image to use on the app's tile. You can set up to 10 resolutions.  |
| **Square 71x71 Logo**   | Set a 71x71 logo image to use on the app's tile. You can set up to 5 resolutions.   |
| **Square 150x150 Logo** | Set a 150x150 logo image to use on the app's tile. You can set up to 5 resolutions. |
| **Square 310x310 Logo** | Set a 310x310 logo image to use on the app's tile. You can set up to 5 resolutions. |
| **Wide 310x150 Logo**   | Set a 310x150 logo image to use on the app's tile. You can set up to 5 resolutions. |

## Resolution and Presentation

Use the **Resolution and Presentation** section to customize aspects of the screen's appearance.


**Resolution and Presentation settings:**
![](/api/media?file=/engine/6000.6/media/images/PlayerSetWSARes.png)

| **Property**                | **Description**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |
| --------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Default is Full Screen**  | Sets the app window to the full-screen native display resolution, covering the whole screen. This mode is also known as borderless full-screen. Unity renders the app content at the resolution set by a script, or the native display resolution if none is set and scales it to fill the window. When scaling, Unity adds black bars to the rendered output to match the display aspect ratio to prevent content stretching. This process is called [letterboxing](https://en.wikipedia.org/wiki/Letterboxing_\(filming\)). |
| **Run In Background**       | Indicates whether to keep the game running (rather than pausing) if the app loses focus.                                                                                                                                                                                                                                                                                                                                                                                                                                      |
| **Allow Fullscreen Switch** | Indicates whether to allow default OS full-screen key presses to toggle between full-screen and windowed modes.                                                                                                                                                                                                                                                                                                                                                                                                               |
| **Transparent Swapchain**   | Indicates whether to set AlphaMode on the swap chain to DXGI\_ALPHA\_MODE\_PREMULTIPLIED.This setting is used only for UWP projects that use the XAML build type. By enabling this setting, you can compose Unity content with other XAML content in your application.For more information, refer to [PlayerSettings.WSA.transparentSwapchain](/engine/6000.6/script-reference/unityeditor/playersettings/wsa/transparentswapchain.md).                                                                                       |

### Orientation

{ /*  This table uses single sourcing. For information on how to edit it, see https://confluence.unity3d.com/display/DOCS/Single-sourcing+table+rows.  */ }

| **Property**            | **Description**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |
| ----------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Default Orientation** | Specify the orientation of the application window within the device's screen.**Note**: Unity shares the value you set for this setting between Android, iOS, and UWP.* **Portrait**: Portrait orientation where the bottom of the application aligns with the bottom of the screen.* **Portrait Upside Down**: Portrait orientation where the bottom of the application aligns with the top of the screen.* **Landscape Right**: Landscape orientation where the right side of the application aligns with the top of the screen.* **Landscape Left**: Landscape orientation where the left side of the application aligns with the top of the screen.- **Auto Rotation**: The screen can rotate to any of the orientations you specify in the [Allowed Orientations for Auto Rotation](#supportedOris) section. |

### Allowed Orientations for Auto Rotation

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**.

{ /*  This table uses single sourcing. For information on how to edit it, see https://confluence.unity3d.com/display/DOCS/Single-sourcing+table+rows.  */ }

| **Property** | **Description** |
| ------------ | --------------- |

## Splash Image

Use the **Virtual Reality Splash Image** property to select a custom splash image for [Virtual Reality](/engine/6000.6/manual/xr.md) displays.

### Splash Screen

Settings for displaying the splash screen. To configure the splash screen, logos, and background settings in a script, refer to the [`PlayerSettings.SplashScreen`](/engine/6000.6/script-reference/unityeditor/playersettings/splashscreen.md.md) API reference documentation.

| **Property**           | **Description**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |
| ---------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Show Splash Screen** | Enable or disable the splash screen.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |
| **Preview**            | Load a preview of the splash screen in the Game view. The preview reflects the resolution and aspect ratio of the Game view.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |
| **Splash Style**       | Choose the color style of the Unity logo.**Light on Dark**: A light version of the Unity logo best suited to display on dark colored backgrounds. This is the default setting.**Dark on Light**: A dark version of the Unity logo best suited to display on light colored backgrounds.                                                                                                                                                                                                                                                                                                                                                                                                                        |
| **Animation**          | Customize how the splash screen appears and disappears on screen.**Static**: No animation occurs.**Dolly**: The logo and background zoom to create a visual dolly effect. This is the default setting.**Custom**: Configure the background and logo zoom amounts to modify the dolly effect.**Logo Zoom**: Set the target zoom (from 0 to 1) for the logo when it reaches the end of the logo animation's total duration. This setting is available only when **Animation** is **Custom**.**Background Zoom**: Set the target zoom (from 0 to 1) for the background when it reaches the end of the splash screen animation's total duration. This setting is available only when **Animation** is **Custom**. |

### Logos

Settings to customize the logos in your splash screen.

| **Property**               | **Description**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |
| -------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Show Unity Logo**        | Enabled by default. Disable this option to remove the Unity logo from the splash screen.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| **Draw Mode**              | Select the order in which the logos appear on the splash screen. This setting is available only when **Show Unity Logo** is enabled.**Unity Logo Below**: Display the Unity logo underneath all logos in the **Logos** list.**All Sequential**: Display the Unity logo sequentially with all logos in the **Logos** list.                                                                                                                                                                                                                                                                                                                                                        |
| **Logos**                  | Choose the logos to include on the splash screen. Each logo must be a [sprite asset](/engine/6000.6/manual/unity2d/sprite.md.md). Do the following to update logos:To use the entire sprite as the logo, set the **Sprite Mode** to **Single**.To change the logo's aspect ratio, set the **Sprite Mode** to **Multiple** and edit the dimensions. For more information, refer to [Cut out sprites from a texture](/engine/6000.6/manual/unity2d/sprite/use-editor.md.md).To add and remove logos, use the plus (+) and minus (-) buttons.To reorder logos, drag them in the list.To create a delay between logos, add an entry to the Logos list with no Sprite Asset assigned. |
| **Logo Duration**          | Set the length of time each Sprite Asset appears on the screen. Use a value between 2 and 10 seconds. This setting is available only when **Draw Mode** is **All Sequential**.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |
| **Splash Screen Duration** | Displays the total duration of all logos in the sequence, in seconds. The splash screen remains on screen for an additional 0.5 seconds before fading out.**Note**: Your application's splash screen might display for longer if the first scene isn't ready to play. In this case, the splash screen shows only the background image or color and then fades out when the first scene is ready to play.                                                                                                                                                                                                                                                                         |

### Background

Settings to customize the background of your application's splash screen.

| **Property**                 | **Description**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Overlay Opacity**          | Adjust how opaque the overlay appears to make the logos stand out. This affects the background color and image color of the logo, based on the **Splash Style**.Set the opacity to a lower value to reduce this effect. You can also disable the effect by setting it to 0. For example, if the **Splash Style** is **Light on Dark**, with a white background, the background becomes gray if the **Overlay Opacity** is 1, and white if set to 0.**Note**: The **Overlay Opacity** setting has an effect on the display of the **Background Color** and might not match the assigned color.                                                                       |
| **Background Color**         | Set a color for the splash screen. Unity uses this color if you don't set a **Background Image**.**Note**: The **Overlay Opacity** setting has an effect on the display of the **Background Color** and might not match the assigned color.                                                                                                                                                                                                                                                                                                                                                                                                                         |
| **Blur Background Image**    | Enable this setting to blur the background image you set. Disable this setting to display the background image with no blur effect.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |
| **Background Image**         | Set a reference to a sprite to use as a background. Unity adjusts the background image by uniformly scaling it until it fits both the width and height of the screen. This means that parts of the image might extend beyond the screen edges in some aspect ratios. To adjust the background image's response to aspect ratio, change the sprite's **Position** values in the [Sprite Editor tab of the Sprite Editor window](/engine/6000.6/manual/unity2d/sprite/sprite-editor-window-reference/reference.md.md).**Note**: Splash screen backgrounds don't support HDR images. Avoid using HDR image formats such as RGBA16 for splash screen background images. |
| **Alternate Portrait Image** | Set an alternative image for portrait aspect ratios, for example, a mobile device in portrait mode. If you don't assign an **Alternate Portrait Image** sprite, the Unity Editor uses the sprite assigned as the **Background Image** for both portrait and landscape mode.You can adjust the position and dimensions of the sprite in the **Sprite Editor** to control the aspect ratio and position of the background image on the splash screen.                                                                                                                                                                                                                 |

The **Splash Image** settings for UWP include the following additional sections:

### Windows

Set the foreground image to use in your app's splash screen. You can add up to seven different resolutions.


**Windows Splash settings:**
![](/api/media?file=/engine/6000.6/media/images/PlayerSetWSASplashWin.png)

### Overwrite background color

While your application initializes, UWP shows a Splash screen that appears before the Made with Unity Splash screen. It's best practice to match the UWP Splash screen background to the Splash screen image because it's more visually appealing. The default color is black.

To overwrite the UWP specific Splash screen background color:

1. Go to Editor > **Splash Screen** and enable **Overwrite Background Color.**
2. Choose a color from the **Background Color** selector.

If you overwrite the default background color, Unity changes the color value in the application manifest. If you are using the XAML application type, Unity also sets the color value in the initial XAML page.


**Overwrite background color Splash settings:**
![](/api/media?file=/engine/6000.6/media/images/PlayerSetWSASplashOver.png)

## Other Settings

This section allows you to customize a range of options organized into the following groups:

* [Rendering](#Rendering)
* [Configuration](#Configuration)
* [Shader Settings](#ShaderSettings)
* [Shader Variant Loading Settings](#ShaderVariantLoading)
* [Optimization](#Optimization)
* [Stack Trace](#Logging)
* [Legacy](#Legacy)

### Rendering

Use these settings to customize how Unity renders your game for UWP.


**Rendering settings:**
![](/api/media?file=/engine/6000.6/media/images/PlayerSetWSAOtherRender.png)

{ /*  This table uses single sourcing. For information on how to edit it, see https://confluence.unity3d.com/display/DOCS/Single-sourcing+table+rows.  */ }

| **Property**             | **Description**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |
| ------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Color Space**          | Choose which color space to use for rendering. For more information, refer to [Color spaces](/engine/6000.6/manual/materials-and-shaders/graphics-color/color-spaces.md.md).* **Gamma**: Gamma color space is typically used for calculating lighting on older hardware restricted to 8 bits per channel for the framebuffer format. Even though monitors today are digital, they might still take a gamma-encoded signal as input.- **Linear**: Linear color space rendering gives more precise results. When you select to work in linear color space, the Editor defaults to using \[sRGB] ([https://en.wikipedia.org/wiki/SRGB](https://en.wikipedia.org/wiki/SRGB)) sampling. If your [Textures](/engine/6000.6/manual/materials-and-shaders/textures/textures-getting-started/textures.md.md) are in linear color space, you need to work in linear color space and deactivate sRGB sampling for each Texture. |
| **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.- **Upgrade**: The sample count reduces to the nearest supported lower sample count.
- **Downgrade**: The sample count increases to the next higher sample count. If that sample count is not supported, then it reduces to the nearest supported lower sample count.                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |
| **Auto Graphics API**    | Indicates whether to manually pick and reorder the graphics APIs. By default this option is enabled, and Unity uses Direct3D11.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |
| **GPU Compute Skinning** | Indicates whether to use DX11/DX12/ES3 GPU skinning.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |
| **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](/engine/6000.6/script-reference/unityengine/d3dhdrdisplaybitdepth.md.md).**Note**: This setting is visible only when **Use HDR Display Output** is enabled.* **Bit Depth 10**: Unity uses the R10G10B10A2 buffer format and Rec2020 primaries with ST2084 PQ encoding.- **Bit Depth 16**: Unity uses the R16G16B16A16 buffer format and Rec709 primaries with linear color (no encoding).                                                                                                                                                                                                                                                                                                                                                                                |

### Configuration


**Configuration settings:**
![](/api/media?file=/engine/6000.6/media/images/PlayerSetWSAOtherConfig.png)

| **Property**                              | **Description**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |
| ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Scripting Backend**                     | The scripting backend determines how Unity compiles and executes C# code in your Project. This setting defaults to IL2CPP for Universal Windows Platform and can’t be changed.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |
| **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](#apiComp) section.* **.Net Framework**: Compatible with the .NET Framework 4 (which includes everything in the .NET Standard 2.0 profile plus additional APIs). Choose this option when using libraries that access APIs not included in .NET Standard 2.0. Produces larger builds and any additional APIs available aren't necessarily supported on all platforms. For more information, refer to [Referencing additional class library assemblies](/engine/6000.6/manual/programming-environment/overview-of-dot-net-in-unity/dotnet-profile-assemblies.md.md).- **.Net Standard 2.1**: Produces smaller builds and has full cross-platform support. |
| **Editor Assemblies Compatibility Level** | Select which .NET APIs to use in your Editor assemblies.* **.NET Framework**: Compatible with the .NET Framework 4 (which includes everything in the .NET Standard 2.1 profile plus additional APIs). Choose this option when using libraries that access APIs not included in .NET Standard 2.1. Produces larger builds and any additional APIs available aren't necessarily supported on all platforms. For more information, refer to [Referencing additional class library assemblies](/engine/6000.6/manual/programming-environment/overview-of-dot-net-in-unity/dotnet-profile-assemblies.md.md).- **.NET Standard**: Compatible with [.NET Standard 2.1](https://docs.microsoft.com/en-us/dotnet/standard/net-standard). Produces smaller builds and has full cross-platform support.                                                                                                                                                                                                                                               |
| **IL2CPP Code Generation**                | Defines how Unity manages IL2CPP code generation.- **Optimize for runtime speed**: Generates code optimized for runtime performance. This setting is enabled by default.
- **Optimize for code size and build time**: Generates code optimized for build size and iteration. This setting generates less code and produces a smaller build, but may reduce runtime performance, especially for generic code. Use this option when faster build times are important, such as when iterating on changes.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     |
| **C++ Compiler Configuration**            | Chooses the C++ compiler configuration used when compiling IL2CPP generated code.**Note:** This property is disabled for the Universal Windows Platform because it's chosen in the generated Visual Studio project.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| **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](/engine/6000.6/manual/programming-environment/scripting-backends/il2cpp/il2cpp-managed-stack-traces.md.md).* **Method Name**: Include each managed method in the stack trace.- **Method Name, File Name, and Line Number**: Include each managed method with file and line number information in the stack trace.

  **Note**: Using this option can increase both the build time and final size of the built program.                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |
| **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.* **Not Allowed**: Never allow downloads over HTTP.* **Allowed in Development Builds**: Only allow downloads over HTTP in development builds.- **Always Allowed**: Allow downloads over HTTP in development and release builds.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |
| **Accelerometer Frequency**               | Defines how often to sample the accelerometer. If you choose **Disabled**, then no samples are taken. Otherwise, you can choose from **15Hz**, **30Hz**, **60Hz** and **100Hz** frequencies.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |
| **Active Input Handling**                 | Choose how to handle input from users.* **Input Manager (Old)**: Use the original [Input](/engine/6000.6/manual/input/legacy/class-input-manager.md.md) settings.* **Input System Package (New)**: Uses the new [input system package](https://docs.unity3d.com/Packages/com.unity.inputsystem@latest).- **Both**: Use both systems.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |

#### API Compatibility Level

You can choose your mono API compatibility level for all targets. Sometimes a third-party .NET library uses functionality that's outside of your .NET compatibility level. To understand what's going on in such cases, and how to best fix it, try following these suggestions:

1. Install [ILSpy](https://www.microsoft.com/en-us/p/ilspy/9mxfbkfvsq13?cid=msft_web_chart\&activetab=pivot:overviewtab) for Windows.
2. Drag the .NET assemblies for the API compatibility level that you are having issues with into ILSpy. You can find these under `Data/MonoBleedingEdge/lib/mono/YOURSUBSET/`.
3. Drag in your third-party assembly.
4. Right-click your third-party assembly and select **Analyze**.
5. In the analysis report, inspect the **Depends on** section. The report highlights anything that the 3rd-party assembly depends on, but that's not available in the .NET compatibility level of your choice in red.

### Shader Settings

| **Property**               | **Description**                                                                                                                                                                                                                                                                                                                                                                                                                                    |
| -------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Shader Precision Model** | Select the default precision shaders use. For more information, refer to [Use 16-bit precision in shaders](/engine/6000.6/manual/materials-and-shaders/shaders/writing-custom/shader-writing/sl/writing-shader-writing-shader-programs-hlsl/sl-use16bit-precision-in.md.md).* **Platform default**: Use lower precision on mobile platforms, and full precision on other platforms.- **Unified**: Use lower precision if the platform supports it. |

### Shader Variant Loading Settings

Use these settings to control how much memory shaders use at runtime.

| **Property**                | **Description**                                                                                                                                                                                                                                                                                                        |
| --------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **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](/engine/6000.6/manual/materials-and-shaders/shaders/shader-troubleshooting/shader-reduce-stalling/shader-loading.md.md). |
| **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.                                                                                                                                                                                                                                                   |

### Script Compilation


**Script Compilation settings:**
![](/api/media?file=/engine/6000.6/media/images/PlayerSetWSAScriptCompil.png)

| **Property**                      | **Description**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     |
| --------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Scripting Define Symbols**      | Sets custom compilation flags.For more details, refer to [Platform dependent compilation](/engine/6000.6/manual/programming-environment/script-compilation/conditional-compilation/platform-dependent-compilation.md.md).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |
| **Additional Compiler Arguments** | Specifies additional arguments to pass to the Roslyn C# compiler. Enter one valid compiler argument per list entry. To create a new entry, select **Add (+)**. To remove an entry, select **Remove (-)**. Select **Apply** to include newly added arguments in future compilations. Select **Revert** to reset the list to the most recent applied state. Arguments must use the `csc.exe` syntax, for example: `-warnaserror`. For the full list of supported Roslyn compiler options, refer to [C# compiler options](https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/compiler-options/) in the Microsoft documentation.You can also supply additional command-line arguments to the C# compiler with a `csc.rsp` [response file](https://learn.microsoft.com/en-us/visualstudio/msbuild/msbuild-response-files?view=vs-2022) in your project's `Assets` folder. For more information on creating a response file, refer to [Creating a response file](/engine/6000.6/manual/programming-environment/overview-of-dot-net-in-unity/dotnet-profile-assemblies.md.md#create-response-file). **Note**: Defining the same arguments in both the **Additional Compiler Arguments** list and a response file can cause errors and unintended behavior. |
| **Suppress Common Warnings**      | Indicates whether to display the C# warnings [CS0169](https://docs.microsoft.com/en-us/dotnet/csharp/misc/cs0169) and [CS0649](https://docs.microsoft.com/en-us/dotnet/csharp/misc/CS0649).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| **Allow 'unsafe' Code**           | Enables support for compiling [‘unsafe’ C# code](https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/unsafe) 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** | Indicates whether to prevent compilation with the `-deterministic` C# flag. With this setting enabled, compiled assemblies are byte-for-byte the same each time they're compiled.For more information, refer to [C# Compiler Options that control code generation](https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/compiler-options/deterministic-compiler-option).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |

### Optimization


**Optimization Settings:**
![](/api/media?file=/engine/6000.6/media/images/PlayerSetWSAOtherOptim.png)

| **Property**                | **Description**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |
| --------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **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](/engine/6000.6/script-reference/unityeditor/managedstrippinglevel.md.md).* **Minimal**: Use this to strip class libraries, UnityEngine, Windows Runtime assemblies, and copy all other assemblies.* **Low**: Remove unreachable managed code to reduce build size and Mono/IL2CPP build times.* **Medium**: Run UnityLinker to reduce code size beyond what **Low** can achieve. You might need to support a custom link.xml file, and some reflection code paths might not behave the same.- **High**: UnityLinker will strip as much code as possible. This will further reduce code size beyond what Medium can achieve but managed code debugging of some methods might no longer work. You might need to support a custom link.xml file, and some reflection code paths might not behave the same.   |
| **Managed Code Variant**    | Defines how C# code in the project is compiled when exporting a build. Each variant level is inclusive of the next level: for instance, the Debug variant has Unity checks enabled, whereas the Checked variant has Instrumented code paths enabled. The default variant is **Release**.* **Debug**: Compiles C# code without optimizations. Defines `DEBUG` and all the same [defines](/engine/6000.6/manual/programming-environment/script-compilation/conditional-compilation/scripting-symbol-reference.md.md) as **Checked**. Used for debugging the code with a debugger.* **Checked**: Compiles C# code with optimizations. Defines `UNITY_ENABLE_CHECKS`, `UNITY_ASSERTIONS` and all the same [defines](/engine/6000.6/manual/programming-environment/script-compilation/conditional-compilation/scripting-symbol-reference.md.md) as **Instrumented**. Used for running the game with extra checks enabled.* **Instrumented**: Compiles C# code with optimizations. Defines `UNITY_INCLUDE_INSTRUMENTATION` and `ENABLE_PROFILER`. Used for profiling.- **Release**: Compiles C# code with optimizations. Used for running with all unnecessary code paths disabled and for shipping releases to users. |

### Stack Trace

Select which type of stack trace logging to allow in specific contexts.


**Stack Trace settings:**
![](/api/media?file=/engine/6000.6/media/images/PlayerSetWSAOtherLog.png)

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](/engine/6000.6/manual/unity-editor/editor-windows-views-reference/console-window/stack-trace.md.md).

| **Property**   | **Description**                 |
| -------------- | ------------------------------- |
| **None**       | No logs are ever recorded.      |
| **ScriptOnly** | Logs only when running scripts. |
| **Full**       | Logs all the time.              |

### Legacy

Enable **Clamp BlendShapes (Deprecated)** to clamp the range of blend shape weights in [SkinnedMeshRenderers](/engine/6000.6/manual/assets-and-media/asset-types/mesh/components-reference/class-skinned-mesh-renderer.md).


**Legacy settings:**
![](/api/media?file=/engine/6000.6/media/images/PlayerSetWSAOtherLeg.png)

## Publishing Settings

Use these settings to customize building your UWP app. These options are organized into the following groups:

* [Packaging](#Packaging)
* [Certificate](#Certificate)
* [Application UI](#AppUI)
* [File and Protocol Associations](#FileAssoc)
* [Misc](#Misc)
* [Capabilities](#Capabilities)
* [Supported Device Families](#Supported)

Unity stores these settings in the `Package.appxmanifest` file when creating a Visual Studio solution for the first time.

> **Note:**
>
> If you build your project on top of the existing one, Unity doesn’t overwrite the `Package.appxmanifest` file if it’s already present. That means if you change any of the **Player** settings, you need to check `Package.appxmanifest`. If you want to regenerate `Package.appxmanifest`, delete it and rebuild your project from Unity.

For more information, refer to Microsoft's documentation on [App package manifest](http://msdn.microsoft.com/en-us/library/windows/apps/br211474.aspx).

[Supported orientations](#supportedOris) from Player Settings are also populated to the manifest (`Package.appxmanifest` file in Visual Studio solution). On UWP apps, Unity resets the orientation to the one you used in the **Player** settings, regardless of what you specify in the manifest. This is because Windows itself ignores those settings on desktop and tablet computers.

> **Tip:**
>
> You can always change supported orientations using Unity scripting API.

### Packaging


**Packaging settings:**
![](/api/media?file=/engine/6000.6/media/images/PlayerSetWSAPubPackaging.png)

| **Property**                  | **Description**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |
| ----------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Package name**              | Enter the name to identify the package on the system. The name must be unique.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              |
| **Package display name**      | The **Product Name** value that you set at the [top of the Player settings](/engine/6000.6/manual/unity-editor/editor-settings-reference/comp-manager-group/class-player-settings.md#ProductName) appears here. This is the name of the app as it will appear on the Microsoft Store.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |
| **Version**                   | Enter the version for the package using a string in quad notation: **Major.Minor.Build.Revision**.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |
| **Publisher display name**    | The **Company Name** value that you set at the [top of the Player settings](/engine/6000.6/manual/unity-editor/editor-settings-reference/comp-manager-group/class-player-settings.md#CompanyName) appears here. This is the user-friendly name of the publisher.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |
| **Streaming Install**         | Enable this option to create a `AppxContentGroupMap.xml` manifest file containing streamable Assets for the Scene. To include Scene Assets by default, use the **Last required scene index** setting. Assets in Scenes with a scene index above the **Last required scene index** are specified as streamable in the manifest file.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| **Last required scene index** | Enter the index number from the **Scenes In Build** list on the [Build Profiles](/engine/6000.6/manual/building-and-publishing/build-settings.md) window that corresponds to the last scene in that list that must be present in the game build. For an application to start, Unity requires any scene index at or less than the specified index. To require all files in the list, use the index of the last scene in the list.Scenes with a greater scene index must include shared Assets for Scenes with a lesser index. The order of scenes in the **Build Profiles** dialog may be important to allow the application to locate the required assets.**Note:** By default, the **Streaming Install** option is disabled, which means that this setting isn't available. To make this property editable, enable the **Streaming Install** option first. |

### Certificate

Every UWP app needs a certificate which identifies a developer. Use these settings to select a certificate file saved on your computer or create one if it isn't already available.


**Certificate settings before and after creating a certificate:**
![](/api/media?file=/engine/6000.6/media/images/PlayerSetWSAPubCertificate.png)

| **Property**        | **Description**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |
| ------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Publisher**       | Displays the name of the package publisher. For example, `DefaultCompany`.                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| **Issued by**       | Displays the issuer name of the package. This is the same as the publisher name you enter in the **Publisher** setting.                                                                                                                                                                                                                                                                                                                                                                                           |
| **Expiration date** | Displays the certificate expiry date which is set to one year from the time the certificate is created.                                                                                                                                                                                                                                                                                                                                                                                                           |
| **Select**          | Allows you to choose your certificate file (`.pfx`) from your local computer. The name of the file you select appears on **Select**.                                                                                                                                                                                                                                                                                                                                                                              |
| **Create**          | Allows you to create a certificate if you don’t have a certificate file already. When you select **Create**, the **Create Test Certificate for Microsoft Store** dialog window appears with the following fields.- **Publisher**: Enter the name of the package publisher.
- **Password**: Enter the password to protect your certificate file. This field is optional and it's recommended to leave it blank.
- **Confirm password**: Re-enter the same password that you used to protect your certificate file. |

### Application UI

Use this section to provide the description for your app that will appear in the Microsoft Store. Unity copies these options directly to the `Package.appxmanifest` file.


**Application UI settings for UWP:**
![](/api/media?file=/engine/6000.6/media/images/PlayerSetWSAPublish-appUI.png)

| **Property**     | **Description**                                                                                                                                                                                                                                         |
| ---------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Display name** | Displays the **Product Name** value that you set at the [top of the Player Settings](/engine/6000.6/manual/unity-editor/editor-settings-reference/comp-manager-group/class-player-settings.md#ProductName) window. This is the full name of the app.    |
| **Description**  | Enter the text you want to display on the app's tile on the Microsoft Store. By default, this is set to the [Product Name](/engine/6000.6/manual/unity-editor/editor-settings-reference/comp-manager-group/class-player-settings.md#ProductName) value. |

### File and Protocol Associations

The settings under the **File Type Associations**, **File Types**, and **Protocol** sections allow you to set up your Microsoft Store app as the default handler for a certain file type or URI scheme.


**File Type Associations and Protocol section for UWP:**
![](/api/media?file=/engine/6000.6/media/images/PlayerSetWSAPubFileAssoc.png)

#### File Type Associations setting

| **Property** | **Description**                                                                                                                                                                                                        |
| ------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Name**     | Enter the name for a group of file types. These files share the same display name, logo, info tip, and edit flags. Choose a group name that can stay the same across app updates.**Note**: Use lowercase letters only. |

#### File Types settings

| **Property** | **Description**                                                                                                                                                                                                                                                                                                                                                                                                                                 |
| ------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Add New**  | Allows you to add multiple file types to set up a file association. To interact with this button, you need to specify the name for the file type group first. When you select **Add New**, the following properties are displayed.- **Content Type**: Enter the MIME content type for a particular file type. For example, `image/jpeg`.
- **File Type**: Enter the file type you want to register, preceded by a period. For example, `.jpeg`. |

#### Protocol setting

| **Property** | **Description**                                                   |
| ------------ | ----------------------------------------------------------------- |
| **Name**     | Enter a protocol name to set up an association with a URI scheme. |

For more information, refer to Microsoft documentation on [Auto-launching with file and URI associations (XAML)](https://docs.microsoft.com/en-us/previous-versions/windows/apps/hh779673\(v%3dwin.10\)).

### Misc

Unity receives input by subscribing to events. The **Input Source** setting defines where (which sources) to get input from. Currently this only applies to mouse and touch input, as keyboard input always comes from **CoreWindow**.


**Misc settings for UWP:**
![](/api/media?file=/engine/6000.6/media/images/PlayerSetWSAPubMisc.png)

| **Property**                    | **Description**                                                                                                                                                                                                                                                                                                                                                                      |
| ------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Default Language (.vcxproj)** | Sets the XML default language in the generated Visual Studio project. If not specified, ‘en-US’ is used.**Note:** Changes only apply to the initial file generation, changes don’t affect pre-existing files.                                                                                                                                                                        |
| **Input Source**                | Defines which sources to receive input from. Currently this only applies to mouse and touch input, as keyboard input always comes from **CoreWindow**.- **CoreWindow**: Subscribes to CoreWindow events. This is the default.
- **Independent Input Source**: Creates Independent Input Source and receive input from it.
- **SwapChainPanel**: Subscribes to SwapChainPanel events. |

### Capabilities

Use the **Capabilities** section to enable APIs or resources you want your app to access. These could be pictures, music, or devices such as the camera or the microphone.


**Capabilities settings for UWP:**
![](/api/media?file=/engine/6000.6/media/images/PlayerSetWSAPubCaps.png)

| **Property**                   | **Description**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |
| ------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **EnterpriseAuthentication**   | Windows domain credentials enable a user to log into remote resources using their credentials, and act as if a user provided their username and password.                                                                                                                                                                                                                                                                                                                                                                                                   |
| **InternetClient**             | Allows your app to receive incoming data from the Internet. Can't act as a server. No local network access.                                                                                                                                                                                                                                                                                                                                                                                                                                                 |
| **InternetClientServer**       | Same as **InternetClient** but also enables peer-to-peer (P2P) scenarios where the app needs to listen for incoming network connections.                                                                                                                                                                                                                                                                                                                                                                                                                    |
| **MusicLibrary**               | Accesses the user's Music, allowing the app to enumerate and access all files in the library without user interaction. This capability is typically used in jukebox apps that make use of the entire Music library.                                                                                                                                                                                                                                                                                                                                         |
| **PicturesLibrary**            | Accesses the user's Pictures, allowing the app to enumerate and access all files in the library without user interaction. This capability is typically used in photo apps that make use of the entire Pictures library.                                                                                                                                                                                                                                                                                                                                     |
| **PrivateNetworkClientServer** | Provides inbound and outbound access to home and work networks through the firewall. This capability is typically used for games that communicate across the local area network (LAN), and for apps that share data across a variety of local devices.                                                                                                                                                                                                                                                                                                      |
| **RemovableStorage**           | Accesses files on removable storage, like USB keys and external hard drives.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                |
| **SharedUserCertificates**     | Allows your app to add and access software and hardware-based certificates in the Shared User store, such as certificates stored on a smart card. This capability is typically used for financial or enterprise apps that require a smart card for authentication.                                                                                                                                                                                                                                                                                          |
| **VideosLibrary**              | Accesses the user's Videos, allowing the app to enumerate and access all files in the library without user interaction. This capability is typically used in movie-playback apps that make use of the entire Videos library.                                                                                                                                                                                                                                                                                                                                |
| **WebCam**                     | Accesses the video feed of a built-in camera or external webcam, which allows the app to capture photos and videos.**Note:** This only grants access to the video stream. In order to grant access to the audio stream as well, the **Microphone** capability must be added.                                                                                                                                                                                                                                                                                |
| **Proximity**                  | Enables multiple devices in close proximity to communicate with one another. This capability is typically used in casual multi-player games and in apps that exchange information. Devices attempt to use the communication technology that provides the best possible connection, including Bluetooth, Wi-Fi, and the Internet.                                                                                                                                                                                                                            |
| **Microphone**                 | Accesses the microphone’s audio feed, which allows the app to record audio from connected microphones.                                                                                                                                                                                                                                                                                                                                                                                                                                                      |
| **Location**                   | Accesses location functionality that retrieved from dedicated hardware like a GPS sensor in the PC or derived from available network info.                                                                                                                                                                                                                                                                                                                                                                                                                  |
| **HumanInterfaceDevice**       | Enables access to Human Interface Device APIs. For more information, refer to [How to specify device capabilities for HID](https://docs.microsoft.com/en-us/uwp/schemas/appxpackage/how-to-specify-device-capabilities-for-hid).                                                                                                                                                                                                                                                                                                                            |
| **AllJoyn**                    | Allows AllJoyn-enabled apps and devices on a network to discover and interact with each other.                                                                                                                                                                                                                                                                                                                                                                                                                                                              |
| **BlockedChatMessages**        | Allows apps to read SMS and MMS messages that have been blocked by the Spam Filter app.                                                                                                                                                                                                                                                                                                                                                                                                                                                                     |
| **Chat**                       | Allows apps to read and write all SMS and MMS messages.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     |
| **CodeGeneration**             | Allows apps to access the following functions which provide JIT capabilities to apps[VirtualProtectFromApp](https://msdn.microsoft.com/library/windows/desktop/Mt169846)[CreateFileMappingFromApp](https://msdn.microsoft.com/library/windows/desktop/Hh994453)[OpenFileMappingFromApp](https://msdn.microsoft.com/library/windows/desktop/Mt169844)[MapViewOfFileFromApp](https://msdn.microsoft.com/library/windows/desktop/Hh994454)                                                                                                                     |
| **Objects3D**                  | Allows apps to have programmatic access to the 3D object files. This capability is typically used in 3D apps and games that need access to the entire 3D objects library.                                                                                                                                                                                                                                                                                                                                                                                   |
| **PhoneCall**                  | Allows apps to access all of the phone lines on the device and perform the following functions.Place a call on the phone line and display the system dialer without prompting the user.Access line-related metadata.Access line-related triggers.Allows the user-selected spam filter app to set and check block list and call origin information.                                                                                                                                                                                                          |
| **UserAccountInformation**     | Accesses the user's name and picture.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |
| **VoipCall**                   | Allows apps to access the VOIP calling APIs in the [Windows.ApplicationModel.Calls](https://msdn.microsoft.com/library/windows/apps/Dn297266) namespace.                                                                                                                                                                                                                                                                                                                                                                                                    |
| **Bluetooth**                  | Allows apps to communicate with already paired bluetooth devices over both Generic Attribute (GATT) or Classic Basic Rate (RFCOMM) protocol.                                                                                                                                                                                                                                                                                                                                                                                                                |
| **SpatialPerception**          | (Deprecated) Provides programmatic access to spatial mapping data, giving mixed reality apps information about surfaces in application-specified regions of space near the user. Declare the spatialPerception capability only when your app will explicitly use these surface meshes, as the capability isn't required for mixed reality apps to perform holographic rendering based on the user’s head pose.                                                                                                                                              |
| **InputInjectionBrokered**     | Allows apps to inject various forms of input such as HID, touch, pen, keyboard or mouse into the system programmatically. This capability is typically used for collaboration apps that can take control of the system.                                                                                                                                                                                                                                                                                                                                     |
| **Appointments**               | Accesses the user’s appointment store. This capability allows read access to appointments obtained from the synced network accounts and to other apps that write to the appointment store. With this capability, your app can create new calendars and write appointments to calendars that it creates.                                                                                                                                                                                                                                                     |
| **BackgroundMediaPlayback**    | Changes the behavior of the media-specific APIs like the [MediaPlayer](https://msdn.microsoft.com/library/windows/apps/windows.media.playback.mediaplayer.aspx) and [AudioGraph](https://msdn.microsoft.com/library/windows/apps/windows.media.audio.audiograph.aspx) classes to enable media playback while your app is in the background. All active audio streams will no longer mute, but will continue to be audible when an app transitions to the background. Additionally, app lifetime will be extended automatically while playback is occurring. |
| **Contacts**                   | Accesses the aggregated view of the contacts from various contacts stores. This capability gives the app limited access (network permitting rules apply) to contacts that were synced from various networks and the local contact store.                                                                                                                                                                                                                                                                                                                    |
| **LowLevelDevices**            | Allows apps to access custom devices when a number of additional requirements are met.                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |
| **OfflineMapsManagement**      | Allows apps to access offline maps.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| **PhoneCallHistoryPublic**     | Allows apps to read cellular and some VOIP call history information on the device. This capability also allows the app to write VOIP call history entries.                                                                                                                                                                                                                                                                                                                                                                                                  |
| **PointOfService**             | Enables access to APIs in the [Windows.Devices.PointOfService](https://msdn.microsoft.com/library/windows/apps/Dn298071) namespace. This namespace lets your app access Point of Service (POS) barcode scanners and magnetic stripe readers. The namespace provides a vendor-neutral interface for accessing POS devices from various manufacturers from a UWP app.                                                                                                                                                                                         |
| **RecordedCallsFolder**        | Allows apps to access the recorded calls folder.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |
| **RemoteSystem**               | Allows apps to have access to a list of devices associated with the user's Microsoft Account. Access to the device list is necessary to perform any operations that persist across devices.                                                                                                                                                                                                                                                                                                                                                                 |
| **SystemManagement**           | Allows apps to have basic system administration privileges such as shutting down or rebooting, locale, and timezone.                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| **UserDataTasks**              | Allows apps to have access to the current state of the tasks setting.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |
| **UserNotificationListener**   | Allows apps to have access to the current state of the notifications setting.                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |
| **GazeInput**                  | Allows apps to detect where the user is looking when a compatible eye-tracking device is connected.                                                                                                                                                                                                                                                                                                                                                                                                                                                         |

For more information, refer to [App capability declarations](https://docs.microsoft.com/en-us/windows/uwp/packaging/app-capability-declarations).

Unity copies these options directly to the `Package.appxmanifest` file.

> **Note:**
>
> If you build your game on top of a previous package, `Package.appxmanifest` won’t be overwritten.

### Supported Device Families

A device family identifies the APIs, system characteristics, and behaviors across a class of devices. It also determines the set of devices on which your app can be installed from the Store. For more information, refer to Microsoft's [Device families overview](https://docs.microsoft.com/en-ca/uwp/extension-sdks/device-families-overview).

If no options are enabled, `Windows.Universal` is used as default, which enables your app to be available on all device families. You can also set this within the API in [`PlayerSettings.WSATargetFamily`](/engine/6000.6/script-reference/unityeditor/playersettings/wsatargetfamily.md) instead of in the Editor.

> **Note:**
>
> These settings are used only when generating a new UWP Visual Studio solution. Changing these settings has no effect if you rebuild UWP to an existing folder.


**Supported Device Families settings for UWP:**
![](/api/media?file=/engine/6000.6/media/images/PlayerSetWSAPubDevFams.png)

| **Property**    | **Description**                                                                                                                                                                                           |
| --------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Desktop**     | Indicates whether your application supports the Desktop device family.                                                                                                                                    |
| **Mobile**      | Indicates whether your application supports the Mobile device family.                                                                                                                                     |
| **Holographic** | (Deprecated) Indicates whether your application supports the HoloLens device family.                                                                                                                      |
| **Team**        | Indicates whether your application supports the Team device family. This is commonly used for Microsoft Surface Hub devices.                                                                              |
| **IoT**         | Indicates whether your application supports the IoT device family.**Note:** Currently, apps targeting IoT aren't valid in the app store and should be used only for development purposes.                 |
| **IoTHeadless** | Indicates whether your application supports the IoTHeadless device family.**Note:** Currently, apps targeting IoTHeadless aren't valid in the app store and should be used only for development purposes. |

For more information, refer to [Device family availability](https://docs.microsoft.com/en-us/windows/uwp/publish/device-family-availability).
