I’d be surprised if this feature hasn’t been requested yet. It would be great if Unity handled android targets like Eclipse did (well, really I just mean launching the device chooser). I’m not sure if said device chooser is a part of Eclipse, or if it can be launched on its own, but it should be pretty easy for Unity to detect what-all devices are plugged in and let you choose.
It’s a minor inconvenience to just unplug the devices that you don’t want to use, but since I’m used to building from eclipse where you can have as many plugged in as you want, I often forget and end up building to the wrong device.
While I’m at it, it would also be nice if Unity could detect whether the project has changed since the last build, and simply deploy/run the existing build when you click Build Run (or maybe have a separate Deploy Run button).
For some reason even if my Bluestack emulator is shut down from processes. When I build and run it is trying to run it on emulator instead of my samsung tablet and i have to run it manually. This happens rarely, but it is very annoying. I request this too.
Bump: Any work around? I’ve got Xamarin installed too and Unity is firing up it’s Android Emulator even though it’s not running (but it’s set to always on in the background which I could kill but it’s annoying, plus I have 3 androids that I’d also like to keep plugged in)
Unity is hard-wired to use the first device it finds (it runs adb devices and picks the first entry from there).
I think it is possible to add this functionality to Unity by adding a PostProcessBuild-marked method that will deploy the APK to a selected target device.