Setting up unity remote android

Unity Remote

Unity Remote is a downloadable app designed to help with Android, iOS Apple’s mobile operating system. More info
See in Glossary and tvOS development. The app connects with Unity while you are running your project in Play Mode from the Unity Editor. The visual output from the Editor is sent to the device’s screen, and the live inputs are sent back to the running project in Unity. This allows you to get a good impression of how your game really looks and handles on the target device, without the hassle of a full build for each test.

Note: For Unity Remote to work, you need to have the Android SDK on your development machine.

Unity Remote replaces the separate iOS and Android Remote apps used with earlier versions. Those older Remote apps are no longer supported.

Device and feature Support

Unity Remote currently supports Android devices (on Windows and OS X via a USB connection) and iOS devices (iPhone, iPad, iPod touch and Apple TV, through USB on OS X and Windows with iTunes).

The Game View of the running Unity project is duplicated on the device screen, but at a reduced framerate. The following input data from the device is also streamed back to the Editor:

  • Touch and stylus input
  • Accelerometer
  • Gyroscope
  • Device camera A component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
    See in Glossary streams
  • Compass
  • GPS
  • Joystick names and input

Note that the Remote app simply shows the visual output on the device and takes input from it. The game’s actual processing is still done by the Editor on the desktop machine — so its performance is not a perfect reflection of the built app.

Obtaining and using Unity Remote

You can download Unity Remote for free in the form of a Unity project that you build yourself, or as a pre-built app from the device’s app store:

  • Android app from Google Play
  • iOS and tvOS apps from the App Store

Once you’ve downloaded the app, install and run it on your device and connect the device to your computer using a USB cable.

To enable Unity to work with your device, open the Editor settings in Unity (menu: Edit > Project Settings A broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your project behave. More info
See in Glossary , then select the Editor category) and select the device to use from the Unity Remote section:

Note: To specify the location of your Android SDK, go to Edit > Preferences (Windows) or Unity > Preferences (Mac).

Click the Play button in the Editor to see your game appear on the device and in the Unity game window as Unity connects to the Remote app. While the game plays, input from the device (accelerometer, etc.) is sent to your scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary as if they were running on the device itself.

Troubleshooting

I have more than one device plugged in, but only one of them works with Unity

Unity Remote doesn’t support multiple connected Android devices, and to resolve this, it automatically picks the first device it finds. However, it is fine to have multiple iOS/tvOS devices and one Android device connected at the same time, since you can select which one to use from the Editor settings (menu: Edit > Project Settings, then select the Editor category).

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I’m getting really poor graphics quality when running my game in Unity Remote

When you use Unity Remote the game actually runs in the Editor, while its visual content is streamed to the target device. Since the bandwidth between the Editor and the device is limited, the stream must be compressed heavily for transmission. This compression A method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
See in Glossary inevitably reduces the image quality.

In the Unity Remote section of the Editor window (menu: Edit > Project Settings, then select the Editor category) you can switch the compression method between JPEG and PNG. PNG compression is “lossless” (so the image quality doesn’t degrade) but uses more bandwidth than JPEG. A downsized image has lower bandwidth requirements than one at full resolution. By changing these settings, you can trade image accuracy off against framerate as necessary. When using a lower resolution, be aware that Unity Remote downsizes images for better performance.

Bear in mind that Unity Remote is only really intended to give a quick approximate check of how your game will look and feel when running on the device. Make sure that you occasionally do a full build and test the “real” app.

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Unity Remote

Unity Remote is a downloadable app designed to help with Android, iOS and tvOS development. The app connects with Unity while you are running your project in Play Mode from the Unity Editor. The visual output from the Editor is sent to the device’s screen, and the live inputs are sent back to the running project in Unity. This allows you to get a good impression of how your game really looks and handles on the target device, without the hassle of a full build for each test.

Note: For Unity Remote to work, you need to have the Android SDK on your development machine.

Unity Remote replaces the separate iOS and Android Remote apps used with earlier versions. Those older Remote apps are no longer supported.

Device and feature Support

Unity Remote currently supports Android devices (on Windows and OS X via a USB connection) and iOS devices (iPhone, iPad, iPod touch and Apple TV, through USB on OS X and Windows with iTunes).

The Game View of the running Unity project is duplicated on the device screen, but at a reduced framerate. The following input data from the device is also streamed back to the Editor:

  • Touch and stylus input
  • Акселерометр
  • Гироскоп
  • Потоки камеры устройства
  • Compass
  • GPS
  • Joystick names and input

Note that the Remote app simply shows the visual output on the device and takes input from it. The game’s actual processing is still done by the Editor on the desktop machine — so its performance is not a perfect reflection of the built app.

Obtaining and using Unity Remote

You can download Unity Remote for free in the form of a Unity project that you build yourself, or as a pre-built app from the device’s app store:

  • Android app from Google Play
  • iOS and tvOS apps from the App Store

Once you’ve downloaded the app, install and run it on your device and connect the device to your computer using a USB cable.

To enable Unity to work with your device, open the Editor settings in Unity (menu: Edit > Project Settings, then select the Editor category) and select the device to use from the Unity Remote section:

Note: To specify the location of your Android SDK, go to Edit > Preferences (Windows) or Unity > Preferences (Mac).

Click the Play button in the Editor to see your game appear on the device and in the Unity game window as Unity connects to the Remote app. While the game plays, input from the device (accelerometer, etc.) is sent to your scripts as if they were running on the device itself.

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Выявление ошибок

I have more than one device plugged in, but only one of them works with Unity

Unity Remote doesn’t support multiple connected Android devices, and to resolve this, it automatically picks the first device it finds. However, it is fine to have multiple iOS/tvOS devices and one Android device connected at the same time, since you can select which one to use from the Editor settings (menu: Edit > Project Settings, then select the Editor category).

I’m getting really poor graphics quality when running my game in Unity Remote

When you use Unity Remote the game actually runs in the Editor, while its visual content is streamed to the target device. Since the bandwidth between the Editor and the device is limited, the stream must be compressed heavily for transmission. This compression inevitably reduces the image quality.

In the Unity Remote section of the Editor window (menu: Edit > Project Settings, then select the Editor category) you can switch the compression method between JPEG and PNG. PNG compression is “lossless” (so the image quality doesn’t degrade) but uses more bandwidth than JPEG. A downsized image has lower bandwidth requirements than one at full resolution. By changing these settings, you can trade image accuracy off against framerate as necessary. When using a lower resolution, be aware that Unity Remote downsizes images for better performance.

Bear in mind that Unity Remote is only really intended to give a quick approximate check of how your game will look and feel when running on the device. Make sure that you occasionally do a full build and test the “real” app.

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Remote Settings

Note: Unity Remote Config is now available as a preview package. Remote Config is an improved offering that allows you to change the behavior and appearance of your game without requiring a new binary. You can remotely enable or disable features, change the specifics of your game to target specific audiences, or run special events by scheduling new content releases.

Overview

Use the Unity Analytics Service Remote Settings feature to change variables in your game or application directly from the Analytics Abbreviation of Unity Analytics
See in Glossary dashboard. For example, if you are concerned that some levels in your game might be too hard or too easy, you can create settings that control the difficulty of your level bosses. Then, if your Analytics data shows that certain level bosses are too tough or too weak, you can tune the gameplay without releasing an update. You can even use segments to apply different settings to different groups of players.

Remote Settings can help you:

  • Adapt your game to different types of players
  • Tune the game difficulty curve in near real time
  • Roll out new features gradually while monitoring impact
  • Tailor game settings to different regions or other player segments
  • Turn seasonal, holiday, or other time-sensitive features on and off
  • Test your ideas and designs

After you make changes to your Remote Settings, every computer or device starting a new session of your application downloads the new configuration values. No update to the application is necessary. You can connect Remote Settings to individual GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary properties, or you can read the key-value pairs directly in code and provide your own logic for handling setting changes.

Find the Remote Settings page under the Optimization section of the Unity Analytics A data platform that provides analytics for your Unity game. More info
See in Glossary dashboard.

2017–08–28 Page amended

2017–08–28 — Service compatible with Unity 5.5 onwards at this date but version compatibility may be subject to change.

New feature in 2017.1 NewIn20171

Added segmented Remote Settings: set different values for different segments in 2017.1

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Unity Remote

Unity Remote is a downloadable app designed to help with Android, iOS and tvOS development. The app connects with Unity while you are running your project in Play Mode from the Unity Editor. The visual output from the Editor is sent to the device’s screen, and the live inputs are sent back to the running project in Unity. This allows you to get a good impression of how your game really looks and handles on the target device, without the hassle of a full build for each test.

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Note: For Unity Remote to work, you need to have the Android SDK on your development machine.

Unity Remote replaces the separate iOS and Android Remote apps used with earlier versions. Those older Remote apps are no longer supported.

Older versions of Unity Remote are still available for use in Legacy projects; see Legacy Unity Remote documentation for more information on these versions.

Device and Feature Support

Unity Remote currently supports Android devices (on Windows and OS X via a USB connection) and iOS devices (iPhone, iPad, iPod touch and Apple TV, through USB on OS X and Windows with iTunes).

The Game View of the running Unity project is duplicated on the device screen, but at a reduced framerate. The following input data from the device is also streamed back to the Editor:

  • Touch and stylus input
  • Акселерометр
  • Гироскоп
  • Потоки камеры устройства
  • Compass
  • GPS
  • Joystick names and input

Note that the Remote app simply shows the visual output on the device and takes input from it. The game’s actual processing is still done by the Editor on the desktop machine — so its performance is not a perfect reflection of the built app.

Obtaining and Using Unity Remote

You can download Unity Remote for free in the form of a Unity project that you build yourself, or as a pre-built app from the device’s app store:

  • Android app from Google Play
  • iOS and tvOS apps from the App Store

Once you’ve downloaded the app, install and run it on your device and connect the device to your computer using a USB cable.

To enable Unity to work with your device, open the Editor settings in Unity (menu: Edit > Project Settings, then select the Editor category) and select the device to use from the Unity Remote section:

Note: To specify the location of your Android SDK, go to Edit > Preferences (Windows) or Unity > Preferences (Mac).

Click the Play button in the Editor to see your game appear on the device and in the Unity game window as Unity connects to the Remote app. While the game plays, input from the device (accelerometer, etc.) is sent to your scripts as if they were running on the device itself.

Решение проблем

I have more than one device plugged in, but only one of them works with Unity

Unity Remote doesn’t support multiple connected Android devices, and to resolve this, it automatically picks the first device it finds. However, it is fine to have multiple iOS/tvOS devices and one Android device connected at the same time, since you can select which one to use from the Editor settings (menu: Edit > Project Settings, then select the Editor category).

I’m getting really poor graphics quality when running my game in Unity Remote

When you use Unity Remote the game actually runs in the Editor, while its visual content is streamed to the target device. Since the bandwidth between the Editor and the device is limited, the stream must be compressed heavily for transmission. This compression inevitably reduces the image quality.

In the Unity Remote section of the Editor window (menu: Edit > Project Settings, then select the Editor category) you can switch the compression method between JPEG and PNG. PNG compression is “lossless” (so the image quality doesn’t degrade) but uses more bandwidth than JPEG. A downsized image has lower bandwidth requirements than one at full resolution. By changing these settings, you can trade image accuracy off against framerate as necessary. When using a lower resolution, be aware that Unity Remote downsizes images for better performance.

Bear in mind that Unity Remote is only really intended to give a quick approximate check of how your game will look and feel when running on the device. Make sure that you occasionally do a full build and test the “real” app.

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