This section of the User Manual contains Android-specific development information on topics such as input, asset management, and debugging.
| Topic | Description |
|---|---|
| Android mobile scripting | Contains information about scripting for Android. |
| Input for Android devices | Explains how to detect and handle user input on different types of Android device. |
| Android application size restrictions | Describes the application size restrictions that affect Android and explains how to overcome them. |
| Graphics for Android | Contains Android-specific graphics information. |
| Testing and debugging | Contains guidance on testing and debugging for Android. |
| Optimization for Android | Contains guidance on different techniques you can use to optimize your Android application. |
| Create and use plug-ins in Android | Describes the plug-inA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info See in Glossary types you can use in Android and explains how to build and use them. |
| Integrate Unity into Android applications | Explains how to integrate the Unity Runtime Library into Android applications. |
| Android application entry points | Understand application entry points, which fundamentally define how Android runs an application. |
| Deep linking on Android | Explains how to use deep linking on Android devices. |
| Device features and permissions | Explains how Android application permissions work as well as how to request them. |
| Handle Android crashes | Understand the chain of crash handlers that defines what happens if your application crashes. |
| Quit a Unity Android application | Programatically close a Unity Android application. |