Hide Navigation Bar
Indicates whether to hide the navigation bar that appears at the top of the window.
Render outside safe area
Indicates whether the application should use all available screen space to render, including areas of the display that are cut out (notched). For more information, see OpenHarmony’s
display cutout support
documentation.
Letterboxed
Adds black bars to the rendered output so the content doesn’t stretch. This process is called
letterboxing
.
Target DPI
The resolution of the application. If the device’s native screen DPI is higher than this value, Tuanjie downscales the application’s resolution to match this setting. To calculate the scale, Tuanjie uses the following:
min(Target DPI * Factor / Screen DPI, 1)
Where
Factor
is the
Resolution Scaling Fixed DPI Factor
from
Quality settings
.
Note:
This option only appears when you set
Resolution Scaling Mode
to
Fixed DPI
.
Reset resolution on window resize
Indicates whether to set the screen resolution to the new native window size when the native window size changes. If you set
Resolution Scaling Mode
to
Fixed DPI
, Tuanjie recalculates the resolution based on
Fixed DPI
property.
Blit Type
Controls whether to use a blit to render the final image to the screen. Using a blit is compatible with most devices but is usually slower than not using a blit.
Always
Tuanjie renders to an offscreen buffer and then uses a blit to copy the contents of the buffer to the device’s framebuffer. This is compatible with most devices but is usually slower than not using blit.
Never
Tuanjie renders to the framebuffer provided by the device’s operating system. If this fails, the application prints a one-time warning to the device log. This is usually faster than using blit, but it isn’t compatible with all devices.
Tuanjie renders to the framebuffer provided by the device’s operating system if possible. If this fails, Tuanjie prints a warning to the device console and uses a blit to render the final image to the screen.
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 switch between landscape left and landscape right.
This section only appears when you set
Default Orientation
to
Auto Rotation
.
Allowed Orientations for Auto Rotation settings for OpenHarmony.
Portrait
Indicates whether the application supports portrait screen orientation where the bottom of the application’s window aligns with the bottom of the device’s screen.
Portrait Upside Down
Indicates whether the application supports portrait screen orientation where the bottom of the application’s window aligns with the top of the device’s screen.
Landscape Right
Indicates whether the application supports landscape screen orientation where the right side of the application’s window aligns with the bottom of the device’s screen.
Landscape Left
Indicates whether the application supports landscape screen orientation where the right side of the application’s window aligns with the top of the device’s screen.
Use 32-bit Display Buffer
Indicates whether the display buffer holds 32-bit color values instead of 16-bit color values. Enable this setting if you see banding, or need alpha values in
post-processing effects
. Some post-processing effects require this because they create
Render Textures
in the same format as the display buffer.
Disable Depth and Stencil
Indicates whether to disable depth and stencil buffers.
Render Over Native UI
Indicates whether to render on top of native UI on OpenHarmony or Android. For this setting to take effect, set your Camera’s
Clear Flags
to use a solid color with an alpha value lower than 1.
Image
Specifies the texture that the application uses for the OpenHarmony splash screen. The standard size for the splash screen image is 320x480.
Scaling
Specifies how to scale the splash image to fit the device’s screen.
Auto Graphics API
Disable this option to manually pick and reorder the graphics APIs. By default, this option is enabled, and Tuanjie tries to use Vulkan. If the device doesn’t support Vulkan, Tuanjie falls back to GLES3.2, GLES3.1 or GLES3.0.
Important
: Tuanjie adds the GLES3/GLES3.1/AEP/3.2 requirement to your OpenHarmony App module.json5 only if GLES2 isn’t in the list of APIs when Auto Graphics API is disabled. In this case only, your application doesn’t appear on unsupported devices in the Google Play Store.
Color Gamut
可以为 OpenHarmony 平台添加或删除
色域
以用于渲染。单击加号 (+) 图标查看可用色域的列表。色域定义了给定设备(如监视器或屏幕)可以使用的所有颜色范围。sRGB 色域是默认色域(也是必需色域)。
如果目标设备是具备宽色域显示屏的新款 tvOS 设备,请使用
DisplayP3
充分利用显示能力。对于旧设备,使用
Metal Editor Support
作为后备选项。
Multithreaded Rendering
启用此选项可使用多线程渲染。仅 Metal 支持此功能。
Static Batching
启用此选项可使用静态批处理。
Dynamic Batching
选中此复选框可在构建中使用
动态批处理
(默认情况下启用)。
Compute Skinning
Enable this option to use DX11/DX12/ES3 GPU compute skinning, which frees up CPU resources.
Graphics Jobs (Experimental)
启用此选项可指示 Tuanjie 将图形任务(渲染循环)卸载到在其他 CPU 核心上运行的工作线程。此功能旨在减少主线程上
Camera.Render
所花费的时间,该时间通常成为瓶颈。
注意:
此功能是实验性的。此功能可能无法为项目带来性能提升,并可能引入新的崩溃。
Texture compression format
Choose between ASTC, ETC2 and ETC (ETC1 for RGB, ETC2 for RGBA). Refer to
texture compression format overview
for more information on how to pick the right format.
Refer to
Texture compression settings
for more details on how this interacts with the texture compression setting in the
Build Settings
.
Normal Map Encoding
选择
XYZ
或
DXT5nm 样式_对法线贴图编码进行设置。此设置影响用于法线贴图的编码方案和压缩格式。
DXT5nm 样式_的法线贴图质量更高,但在着色器中解码成本更高。
Lightmap Encoding
选择
Low Quality
、
Normal Quality
或
High Quality
来设置光照贴图编码。此设置影响光照贴图的编码方案和压缩格式。
HDR Cubemap Encoding
Choose
Low Quality
,
Normal Quality
, or
High Quality
to set the HDR Cubemap encoding. This setting affects the encoding scheme and compression format of the HDR Cubemaps.
Lightmap Streaming Enabled
Whether to use
Mipmap Streaming
for lightmaps. Tuanjie applies this setting to all lightmaps when it generates them.
Note:
To use this setting, you must enable the
Texture Streaming Quality
setting.
Streaming Priority
Set the priority for all lightmaps in the
Mipmap Streaming system
. Tuanjie applies this setting to all lightmaps when it generates them.
Positive numbers give higher priority. Valid values range from –128 to 127.
Enable Frame Timing Stats
启用此选项可收集 CPU/GPU 帧时序统计信息。
Virtual Texturing
Indicates whether to enable
Virtual Texturing
.
Note
: Virtual Texturing isn’t compatible with OpenHarmony.
Shader precision model
Controls the default precision of samplers used in shaders. Refer to
Shader data types and precision
for more details.
Load/Store Action Debug Mode
Highlights undefined pixels that may cause rendering problems on mobile platforms. This affects the Tuanjie Editor Game view, and your built application if you select
Development Build
in Build Settings. Refer to
LoadStoreActionDebugModeSettings
.
Editor Only
Highlights undefined pixels in the Game view in the Editor, but not your built application.
SRGB Write Mode
Enable this option to allow
Graphics.SetSRGBWrite()
renderer to toggle the sRGB write mode during runtime. That is, if you want to temporarily turn off Linear-to-sRGB write color conversion, you can use this property to achieve that. Enabling this has a negative impact on performance on mobile tile-based GPUs; therefore, do NOT enable this for mobile.
Number of swapchain buffers
Set this option to 2 for double-buffering, or 3 for triple-buffering to use with Vulkan renderer. This setting may help with latency on some platforms, but in most cases you should not change this from the default value of 3. Double-buffering might have a negative impact on performance. Do not use this setting on OpenHarmony.
Acquire swapchain image late as possible
If enabled, Vulkan delays acquiring the backbuffer until after it renders the frame to an offscreen image. Vulkan uses a staging image to achieve this. Enabling this setting causes an extra blit when presenting the backbuffer. This setting, in combination with double-buffering, can improve performance. However, it also can cause performance issues because the additional blit takes up bandwidth.
Recycle command buffers
Indicates whether to recycle or free
CommandBuffers
after Unity executes them.
Apply display rotation during rendering
Enable this to perform all rendering in the native orientation of the display. This has a performance benefit on many devices. For more information, see documentation on
Framebuffer orientation
.
Override Default Package Name
Indicates whether to override the default package name for your application.
Note:
This setting affects macOS, iOS, tvOS, Android and OpenHarmony.
Package Name
Set the application ID, which uniquely identifies your app on the device . The application ID must follow the convention
com.YourCompanyName.YourProductName
and must contain only alphanumeric and underscore characters. Each segment must start with an alphabetical character.
Important
: Tuanjie automatically removes any invalid characters you type.
To set this property, enable
Override Default Package Name
.
Version
Enter the build version number of the bundle, which identifies an iteration (released or unreleased) of the bundle. The version is specified in the common format of a string containing numbers separated by dots (For example, 4.3.2). (Shared between Android and OpenHarmony.)
Bundle Version Code
An internal version number. This number is used only to determine whether one version is more recent than another, with higher numbers indicating more recent versions. This isn’t the version number shown to users; that number is set by the
versionName
attribute. The value must be set as an integer, such as “100”. You can define it however you want, as long as each successive version has a higher number.
For example, it could be a build number. Or you could translate a version number in “x.y” format to an integer by encoding the “x” and “y” separately in the lower and upper 16 bits. Or you could simply increase the number by one each time a new version is released.
Keep this number under 100000 if
Split Haps by target architecture
is enabled. Each Hap must have a unique version code so Tuanjie adds 100000 to the number for ARMv7, and 200000 for ARM64.
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 are having problems with a third-party assembly, you can try the suggestion in the
API Compatibility Level
section below.
.Net 2.0
.Net 2.0 libraries. Maximum .net compatibility, biggest file sizes. Part of the deprecated .NET 3.5 runtime.
.Net 2.0 Subset
Subset of full .net compatibility, smaller file sizes. Part of the deprecated .NET 3.5 runtime.
.Net Standard 2.0
Compatible with
.NET Standard 2.0
. Produces smaller builds and has full cross-platform support.
.Net 4.x
Compatible with the .NET Framework 4 (which includes everything in the .NET Standard 2.0 profile as well as 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 are not necessarily supported on all platforms. See
Referencing additional class library assemblies
for more information.
C++ Compiler Configuration
Choose the C++ compiler configuration used when compiling IL2CPP generated code.
Note:
This property is disabled unless
Scripting Backend
is set to
IL2CPP
.
Use incremental GC
Uses the incremental garbage collector, which spreads garbage collection over several frames to reduce garbage collection-related spikes in frame duration. For more information, refer to
Automatic Memory Management
.
Assembly Version Validation
Indicates whether Mono validates types from a
strongly-named
assembly.
Allow downloads over HTTP
Indicates whether to allow downloading content over HTTP. The options are
Not allowed
,
Allowed in Development builds only
, and
Always allowed
. The default option is
Not allowed
due to the recommended protocol being HTTPS, which is more secure.
Mute Other Audio Sources
Enable this option if you want your Unity application to stop Audio from applications running in the background. Otherwise, Audio from background applications continues to play alongside your Unity application.
Target Architectures
Select which CPUs you want to allow the application to run on (32-bit ARM, 64-bit ARM, and 64-bit x86–64).
Note
: Running OpenHarmony apps in a 64-bit environment has performance benefits and 64-bit apps can address more than 4 GB of memory space.
Split Haps by target architecture (Experimental)
Enable this option to create a separate HAP for each CPU architecture selected in
Target Architectures
.
Internet Access
Choose whether to always add the networking (
INTERNET
) permission to the
OpenHarmony App module
, even if you are not using any networking APIs. Set to
Require
by default for development builds.
Only add the internet access permission if you are using a networking API.
Require
Always add the internet access permission.
Write Permission
Choose whether to enable write access to the external storage (such as the SD card) and add a corresponding permission to the OpenHarmony App Module. Set to
External(SDCard)
by default for development builds.
Internal
Only grant write permission to internal storage.
External(SDCard)
Enable write permission to external storage.
Low Accuracy Location
Enable this option to use low accuracy values with OpenHarmony location APIs instead.
Active Input Handling
Choose how to handle input from users.
Input Manager (old)
Use the default
Input
window.
Input System Package (New)
Use the newer
Input
system. To try the new Input System, install the
InputSystem package
.
Use both systems side by side.
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
.
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.
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:
Install
ILSpy
for Windows.
Drag the .NET assemblies for the API compatibility level that you are having issues with into ILSpy. You can find these under
Frameworks/Mono/lib/mono/YOURSUBSET/
.
拖入第三方程序集。
右键单击第三方程序集并选择
Analyze
。
In the analysis report, inspect the
Depends on
section. The report highlights anything that the third-party assembly depends on, but that’s not available in the .NET compatibility level of your choice in red.
Scripting Define Symbols
Sets custom compilation flags.
For more details, see
Platform dependent compilation
.
Additional Compiler Arguments
Adds entries to this list to pass additional arguments to the Roslyn compiler. Use one new entry for each additional argument.
To create a new entry, click
Add
(
+
). To remove an entry, click
Remove
(
-
).
When you have added all desired arguments, click
Apply
to include your additional arguments in future compilations. Click
Revert
to reset this list to the most recent applied state.
Suppress Common Warnings
Indicates whether to display the C# warnings
CS0169
and
CS0649
.
Allow ‘unsafe’ Code
Enables support for compiling
‘unsafe’ C# code
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 identical each time they are compiled.
For more information, see Microsoft’s
deterministic compiler option
.
Enable Roslyn Analyzers
Indicates whether to compile user-written scripts without Roslyn analyzer DLLs that might be present in your project.
Preloaded Assets
Sets an array of Assets for the player to load on startup.
To add new Assets, increase the value of the
Size
property and then set a reference to the Asset to load in the new
Element
box that appears.
Strip Engine Code
Enable this option if you want the Unity Linker tool to remove code for Unity Engine features that your Project doesn’t use. This setting is only available with the IL2CPP scripting backend.
Most apps don’t use every available DLL. This option strips out DLLs that your app doesn’t use to reduce the size of the built Player. If your app is using one or more classes that would normally be stripped out under your current settings, Unity displays a debug message when you try to build the app.
Managed Stripping Level
Chooses how aggressively Unity strips unused managed (C#) code. The options are
Minimal
,
Low
,
Medium
, and
High
.
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 significantly smaller, but can sometimes accidentally remove code that’s in use.
For more information about these options and bytecode stripping with IL2CPP, refer to
ManagedStrippingLevel
.
Vertex Compression
Sets vertex compression per channel. This affects all the meshes in your project.
Typically, Vertex Compression is used to reduce the size of mesh data in memory, reduce file size, and improve GPU performance.
For more information on how to configure vertex compression and limitations of this setting, refe to
Compressing mesh data
.
Optimize Mesh Data
Enable this option to strip unused vertex attributes from the mesh used in a build. This option reduces the amount of data in the mesh, which can help reduce build size, loading times, and runtime memory usage.
Warning:
If you have this setting enabled, you should remember to not change material or shader settings at runtime.
For more information, refer to
PlayerSettings.stripUnusedMeshComponents
.
Texture MipMap Stripping
Enables mipmap stripping for all platforms. This strips unused mipmaps from Textures at build time. Unity determines unused mipmaps by comparing the value of the mipmap against the
Quality Settings
for the current platform. If a mipmap value is excluded from every
Quality Setting
for the current platform, then Unity strips those mipmaps from the build at build time. If
QualitySettings.masterTextureLimit
is set to a mipmap value that has been stripped, Unity will set the value to the closest mipmap value that has not been stripped.
Publishing Settings
Use the Publishing Settings to configure how Tuanjie builds your OpenHarmony app.
To open the Publishing Settings, go to
Edit
>
Project Settings
, select
Player
, select the
OpenHarmony
icon, and open the
Publishing Settings
panel.
此部分介绍 Publishing Settings 面板的不同部分及其功能。这些资源包括:
Project Keystore
注意
:出于安全原因,Tuanjie 不会保存密钥库或项目密钥密码。
Use the Keystore Manager window to create, configure and load your keys and keystores.
You can load existing keystores and keys from either the Keystore Manager or the main OpenHarmony Publishing panel. If you choose to load these from inside the Keystore Manager, Tuanjie automatically fills the Project Keystore and Project Key fields.
For further information, refer to the documentation on the
Keystore Manager
.
Project Keystore
A keystore is a container that holds signing keys for application security. For details, refer to OpenHarmony developer documentation:
OpenHarmony keystore system.
Use the
Project Keystore
settings to choose which keystore to use for the open project. When you load a keystore, Tuanjie loads all the keys in that keystore.
To load and use an existing keystore in your open project:
启用
Custom Keystore
。
打开
Select
下拉列表,选择
Browse
,然后从文件系统中选择密钥库。
输入
您的密钥库密码
。
如果没有现有密钥库,请将
Custom Keystore
保留为禁用状态。
Tuanjie uses a debug keystore to sign your application.
A debug keystore is a working keystore. It allows you to sign the application and to test it locally. However, the app store will decline apps signed in this way. This is because the app store is unable to verify the validity and ownership of the application using a debug keystore.
Select
When
Custom Keystore
is enabled, use this to select the keystore you want to use. The keystores below the partition in the
Select
dropdown are stored in a predefined dedicated location. For more details, see
Choose the keystore location
.
You don’t need to enter your keystore path. Tuanjie provides this based on the keystore you choose.
Password
输入密钥库密码以加载所选的密钥库。
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