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AR Foundation - Player and Build settings for Android? (3.1.0 preview1)

Discussion in 'AR' started by newguy123, Nov 27, 2019.

  1. newguy123

    newguy123

    Joined:
    Aug 22, 2018
    Posts:
    1,248
    Hi guys

    I've been away since AR Foundation 1.0.0 preview22 (Unity 2018,3), now back onto 3.1.0 preview1 (Unity 2019.3 beta)

    Trying out the latest AR Foundation Samples package and.....

    Anything major change in the last 8 months? From the default Android build settings, what should be changed so I can build to Android?

    Current Build Default settings I'm questioning among others:
    Resolution and Presentation:
    * Use 32-bit Display Buffer = TICKED (will that work??? or should it be disabled?)

    Other:
    Color Space = Gamma (safe to change this to Linear?)
    Multithreaded Rendering = TICKED (isnt that one of the things we had to switch off before?)
    Lightmap Encoding = Low Quality (can I bump this up to High Quality?)
    Scripting Backend = MONO (never really understood whats the difference between mono and IL2CPP, can I switch it to run faster?)
    Api Compatibility Level = .NET 2.0 (can safely switch this to .NET 4.x?)
    Android TV Compatibility = Tciked (For and AR App??? should I disable this?)
    Active Input Handling = Input Manager OLD (Whats that? Can I safely switch to Input System Package???)

    Thanks for your time!