However, this raises some concerns on how my game will render on other devices like Samsung or OnePlus.
If there’s an issue with how a certain Graphics API is handling rendering, is there a way for Unity to defer to another one? I imagine if a device doesn’t support Vulkan at all then it’ll move down the list and use OpenGLES3 if the device supports that.
From Unity side, I can confirm that Unity does fallback to the rest of the included graphics API’s, provided one is not supported (say Vulkan). Of course, Unity cannot detect separate shaders misbehaving on one API or another, therefore having several API’s slightly increases the chance of the potential issues. That’s partially prevented by just doing some sanity testing yourself (checking how your game looks on all used graphics API’s).
To sum it up: Unity does fallback to other included graphics API’s (priority: top to bottom)
It’s been a very long time but the Graphics API section in Player Settings is where you can configure and control how your game interacts with the graphics hardware of the target platform. It allows you to choose the graphics API that your game will use to communicate with the underlying graphics system.
By selecting the appropriate graphics API, you can optimize your game’s performance and compatibility with different platforms. It’s an important setting to ensure smooth and efficient graphics rendering…
If you’re looking for more details on how the Graphics API section works and the different options available, feel free to explore and make the best choice for your game!