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Short summary: Unity’s hardware stats page now has a “mobile” section. Which is exactly what it says, hardware statistics of people playing Unity games on iOS & Android. Go to and enjoy.

Some interesting bits:

Operating systems

iOS uptake is crazy high: 98% of the market has iOS version that’s not much older than one year (iOS 5.1 was released in 2012 March). You’d be quite okay targetting just 5.1 and up!

Android uptake is… slightly different. 25% of the market is still on Android 2.3, which is almost two and a half years old (2010 December). Note that for all practical reasons Android 3.x does not exist.

Windows XP in the Web Player is making a comeback at 48% of the market. Most likely explained by “Asia”, see geography below.

  • Windows Vista could be soon dropped, almost no one is using it anymore. XP… not dropping that just yet.
  • 64 bit Windows is still not the norm.


Android is big in United States (18%), China (13%), Korea (12%), Japan (6%), Russia (4%), Taiwan (4%) – mostly Asia.

iOS is big in United States (30%), United Kingdom (10%), China (7%), Russia (4%), Canada (4%), Germany (4%) – mostly “western world”.

Looking at Web Player, China is 28% while US is only 12%!


GPU makers on Android: Qualcomm 37%, ARM 32%, Imagination 22%, NVIDIA 6%.

  • You wouldn’t guess NVIDIA is in the distant 4th place, would you?
  • ARM share is almost entirely Mali 400. Strangely enough, almost no latest generation (Mali T6xx) devices.
  • OpenGL ES 3.0 capable devices are 4% right now, almost exclusively pulled forward by Qualcomm Adreno 320.
  • On iOS, Imagination is 100% of course…

No big changes on the PC:

  • Intel slowly rising, NVIDIA & AMD flat, others that used to exist (S3 & SIS) don’t exist anymore.
  • GPU capabilities increasing, though shader model 5.0 uptake seems slower than SM4.0 was.
  • Due to rise of Windows XP, “can actually use DX10+” is decreasing


On Android, Samsung is king with 55% of the market. No wonder it takes majority of the Android profits I guess. The rest is split by umpteen vendors (Sony, LG, HTC, Amazon etc.).

Most popular devices are various Galaxy models. Out of non-Samsung ones, Kindle Fire (4.3%), Nexus 7 (1.5%) and then it goes into “WAT? I guess Asia” territory with Xiaomi MI-One (1.2%) and so on.

On iOS, Apple has 100% share (shocking right?). There’s no clear leader in device model; iPhone 4S (18%), iPhone 5 (16%), iPad 2 (16%), iPhone 4 (14%), iPod Touch 4 (10%).

Interesting that first iPad can be pretty much ignored now (1.5%), whereas iPad 2 is still more popular than any of the later iPad models.


Single core CPUs are about 27% on both Android & iOS. The rest on iOS is all dual-core CPUs, whereas almost a quarter of Androids have four cores!

On PC, the “lots and lots of cores!” future did not happen – majority are dual core, and 4 core CPU growth seemingly stopped at 23% (though again, maybe explained by rise of Asia?).


How big is this data set exactly?

Millions and millions. We track the data at quarterly granularity, and in the last quarter mobile has been about 200 million devices (yes really!); whereas web player has been 36 million machines.

Why no “All” section in mobile pages, with both Android & iOS?

We’ve added hardware stats tracking on Android earlier, so there are more Unity games made with it out there. Would be totally unfair “market share” – right now, 250 million Android devices and “only” 4 million iOS devices are represented in the stats. As more developers move to more recent Unity versions, the market share will level out and then we’ll add “All” section.

How often is page updated?

Roughly once a month.

19 replies on “Mobile Hardware Statistics (and more)”

[…] On the other side of the isle, new iOS version adoption is much better, but still not 100 percent […]

[…] le interessanti statistiche sugli OS su cui vengono utilizzati i prodotti sviluppati con i tool Unity, vede nel mondo iOS usare […]

I’ve been through Russia and almost everyone I saw has an Android. It must be higher than 4% or something is wrong with these stats. What OS are they using if only 4% has Android???

[…] One might say that users with newer devices have more disposable income, and as mentioned above NativeX’s network had validated this theory showing 169% increase in Average Revenue Per Daily Active User (ARPDAU) from just iOS to iOS 5.  If that wasn’t enough to get you to reconsider, the folks over at Unity also stated on their blog: […]

[…] Unity blog also commented on the issue, stating ”the first iPad can be pretty much ignored now, […]

Great stats! For mobile, you should definately split between pad and phone (both iOS and android). Very relevant for mobile developers!

Aras, these numbers would be infinitely more useful if they were paired with sales numbers (not figures, just conversion rates). Right now, the picture this paints is that we should be busting a nut to maintain compatibility with the older tech devices, but if the market that has those devices has little to no commercial interest in your product, its paints a completely different picture.

These are interesting stats, I always thought that Android is dominating the market because of the smartphones use Android as their OS.

Very awesome stats breakdown! Only one not there that I’m curious about is the storage capacity, any idea of what that landscape looks like?

I am relieved that iOS is mostly the high end devices. Some of my Unity Apps crawl on my iPod Touch 3G, 4G, and 3GS. But I’m only abandoning a marginal percentage of my iOS userbase. Thank Jeebus.

Interesting stats, i guess we won’t a see a fully multi-threaded Unity till those thrends shows no single-core CPUs? lol

[…] Lo studio completo è disponibile qui. […]

Does Unity track data in every Unity app? How do you distinguish between users (without device Id)?

The main reason for the uptake of iOS devices being high is because of the tools required to develop on iOS (Mac only) require that iOS version. Even on the Apple AppStore you will be hard pushed to find the latest games that run on a iPod touch 2nd generation (iOS 4.3.2), Apple always have been and always will be pushing their products forwards to whatever end and cutting off the ones a few steps behind by making the tools ignore them completely.

[…] Via | Unity […]

[…] studio completo è disponibile qui. (function(g,d,id){ upCloo = g.upCloo || []; upCloo.push( { "pageId" : […]

16/9 the most common aspect ratio on mobile yet you don’t provide it as an option on the editor dropdown.

[…]   In ceea ce priveste iDevice-urile, 98% ruleaza o versiune a iOS care nu este cu mult mai veche de 1 an de zile, iar iPhone 4S este in momentul de fata cel mai popular smartphone Apple, dar va fi intrecut de iPhone 5 in urmatoarele luni. Daca facem o comparatie cu Android-ul, acolo doar 33% dintre terminale au cea mai recenta versiune a sistemului de operare, iar Samsung este lider absolut in ceea ce priveste fabricarea de smartphone-uri. Mai sus aveti cateva detalii interesante si mai multe gasiti aici. […]

[…] Lo studio completo è disponibile qui. […]

[…] sempre la nuova versione di iOS rispetto ad Android: questo è quanto emerge dalle statistiche di Unity sulla frequenza degli aggiornamenti effettuati dai vari possessori di smartphone. Secondo le […]

May I have the statistics of OS share by country? (like.. United States : iOS 35% vs. Android 65% , Japan : iOS 65% vs. Android 35% , South Korea : iOS 5% vs. Android 95%..etc)

[…] IOS 6 adoption at 92% and other stats from Unity ( […]

> ARM share is almost entirely Mali 400. Strangely enough, almost no latest generation (Mali T6xx) devices.

T60x is expensive and not performant enough. Mali 400 is a star of performance in comparison. But I’m hoping for future models of T6xx to rebounce and change that.

Cool stuff.

The territory breakdown stuff is kinda the wrong way around though. Instead of segmenting by platform and then giving us country percentages, it’d be much more helpful to segment by territory (like north america vs EMEA vs Asia etc) and let us see the graphs based on reports filtered to those territories.

That way, stuff like your observations about the rise in WinXP installs being mostly in Asia would be much more obvious; and in practice I’m not going to want data from Asia mixed in with data from North America because targeting an Asian audience means much, much more than just testing that my app works on the right devices – need lots of translation work, support infrastructure, etc.

Of course I know that this means more work for a webdev somewhere :-)

i really loved these stats simply because you cannot get anything similar anywhere else.
very well done indeed.

This means either of these two things or both:

1. Asians are poorer (true!)
2. Asians aren’t fan-boys(true!)

Meant both.

Interesting stats – thanks for these!

Also, can we get Aras to summarize all stats and data from now on? I want more meme-filled data summaries! :)

[…] Unity Technologies Blog: iOS uptake is crazy high: 98% of the market has iOS version that’s not much older than one year. […]

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