Who is this for?

Unity developers who want to target Android devices

What will you learn?

Upon completion of this Learning Path, you will be able to:

  • Set up with Unity development
  • Build and deploy to an Android device
  • Launch the Profiler tool to investigate performance issues

Prerequisites

Before starting, you will need the following:

  • Basic knowledge of game engines and programming concepts
  • Recent Android device, such as a mobile phone or tablet
  • Desktop computer capable of running Unity

Summary

AI-assisted

This summary was drafted with an approved AI-assisted workflow and reviewed by Arm contributors before publication. Human technical review remains part of the process so the final page reflects engineering rigor, accuracy, and Arm editorial standards.

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You’ll set up Unity with Android support, deploy a sample project, and profile it on a device. First, you’ll switch the target platform, build the scene containing Spin.cs, and verify the app runs. Then, you’ll use the Profiler on Unity in the editor and on-device to compare CPU, rendering, and memory activity across frames on Arm Cortex-A systems.

Frequently asked questions

AI-assisted

These FAQs were drafted with an approved AI-assisted workflow and reviewed by Arm contributors before publication. Human technical review remains part of the process so the final page reflects engineering rigor, accuracy, and Arm editorial standards.

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How do I know if I installed Android Build Support correctly?
Open the Build Settings window and check that Android appears as a selectable platform. If you can switch the project’s active platform to Android, the support is installed.
What should I see in the sample scene before building?
The scene contains a Main Camera, a Directional Light, and a Cube with a Spin.cs script attached. When you run the scene, the cube rotates.
Which platform should I make active before I build the project?
Set Android as the active platform in the Build Settings window. Building with the correct active platform ensures the output targets your Android device.
How do I confirm the Profiler is collecting data?
Open the Profiler on Unity and watch for the timeline to populate with frame samples. CPU, Rendering, and Memory charts should update as the app runs.
Should I profile in the editor or on my device first?
Start profiling in the Unity Editor for quick checks, then profile on your Android device to observe behavior on target hardware. Use both views to compare results across environments.
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