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Unity Mobile
ASecurityOptimize Unity games for mobile platforms with IL2CPP, platform-specific code, and memory management. Masters iOS/Android deployment, app size reduction, and battery optimization. Use for mobile builds, platform issues, or device-specific optimization.
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- Added February 8, 2026
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[](https://www.skillsdirectory.com/skills/creator-hian-unity-mobile)---
name: unity-mobile
description: Optimize Unity games for mobile platforms with IL2CPP, platform-specific code, and memory management. Masters iOS/Android deployment, app size reduction, and battery optimization. Use for mobile builds, platform issues, or device-specific optimization.
requires:
- csharp-plugin:csharp-code-style
---
# Unity Mobile Optimization
## Overview
Mobile platform optimization for Unity focusing on iOS and Android performance, battery life, and deployment.
**Foundation Required**: `unity-csharp-fundamentals` (TryGetComponent, FindAnyObjectByType, null-safe coding)
**Core Topics**:
- IL2CPP compilation and optimization
- Memory management and profiling
- Touch input and mobile UI
- Battery life optimization
- App size reduction
- Platform-specific code
## Quick Start
```csharp
// Platform-specific code
#if UNITY_IOS
// iOS-specific code
Application.targetFrameRate = 60;
#elif UNITY_ANDROID
// Android-specific code
Application.targetFrameRate = 30;
#endif
// Touch input
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Began)
{
HandleTouch(touch.position);
}
}
```
## Platform Constraints
- **iOS**: Metal rendering, App Store guidelines, 150MB initial download
- **Android**: Vulkan/OpenGL ES, API level fragmentation, 150MB initial
- **Memory**: 1-2GB low-end, 4-6GB high-end
- **Thermal**: Throttling after 5-10 minutes
## Optimization Checklist
- ✅ Texture compression: ASTC (mobile), ETC2 (Android), PVRTC (iOS)
- ✅ Audio compression: AAC (iOS), Vorbis (Android)
- ✅ Reduce draw calls: <100 mobile, batching
- ✅ IL2CPP optimization: Strip engine code, managed stripping
- ✅ Battery: Lower target framerate, reduce update frequency
## Best Practices
1. **Profile on device**: Not just Unity Editor
2. **Minimize allocations**: Reduce GC pressure
3. **Touch-friendly UI**: 44pt minimum touch target
4. **Handle pause**: OnApplicationPause lifecycle
5. **Test on low-end**: Target lowest common denominator
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