Mapbox Unity SDK

May 18, 2026 · View on GitHub

Map rendering, location services, directions, and geocoding for Unity. Distributed as a Unity Package Manager (UPM) package.

Package namecom.mapbox.sdk
Current version3.1.0
VendorMapbox — https://www.mapbox.com/
Minimum Unity2022.3 LTS
Build targetsiOS, Android
Render pipelineUniversal Render Pipeline (URP) — required

For release notes see CHANGELOG.md. Upgrading from v3.0? See Documentation~/Migration-3.0-to-3.1.md.


Supported Unity editor versions

Editor versionStatus
2022.3 LTSPrimary target. Android build-settings folder shipped at Runtime/AndroidBuildSettings/2022.3.38f1/.
2021.3 LTSBest-effort. Android build-settings folder shipped at Runtime/AndroidBuildSettings/2021.3.41f1/.
6000.x (Unity 6)Best-effort. Android build-settings folder shipped at Runtime/AndroidBuildSettings/6000/.
2023.x non-LTSUntested.
< 2021.3Unsupported.

When building for Android, copy the Plugins/ folder from the matching (or closest lower) editor version's subfolder under Runtime/AndroidBuildSettings/ into your project's Assets/. See Building for Android for the full procedure.

Supported build platforms

Only iOS and Android are supported build targets. Use the Unity Editor (Windows or macOS) for development and Play-mode testing. Standalone, WebGL, console, and VisionOS are not supported.

PlatformStatusNotes
iOSSupportedXCFrameworks under Runtime/Mapbox/BaseModule/Plugins/iOS/. ARM64. IL2CPP.
AndroidSupportedNative libs under Runtime/Mapbox/BaseModule/Plugins/sqlite/Android/libs/ for arm64-v8a, armeabi-v7a, x86. Project-side configuration required — see Building for Android.
Unity Editor (Play mode)Supported on Windows / macOS for development.Not a shipping target.
All other platformsNot supported.Standalone, WebGL, console, VisionOS, etc.

Dependencies

Resolved automatically by UPM:

PackageVersionRequiredUsed for
com.unity.render-pipelines.universal10.10.1YesTerrain and building shaders ship as URP Shader Graphs.
com.unity.nuget.newtonsoft-json3.2.1YesJSON parsing for tile metadata and API responses.
com.unity.burst1.8.12YesBurst-compiled terrain decode and collider job. First-time domain reload pays a one-shot AOT compile.
com.unity.inputsystemanyOptionalIf installed, camera input uses the new Input System (auto-set MAPBOX_NEW_INPUT_SYSTEM define). If absent, falls back to legacy UnityEngine.Input.

Installing the package

  1. Clone or download the SDK. This package is distributed from the SDK repository.
  2. Open Unity Package Manager in your Unity project (Window → Package Manager).
  3. Add the package from disk. Click the + in the top-left, choose Add package from disk…, and select the SDK's package.json.
  4. Verify. The Mapbox Unity SDK should now appear in the list of installed packages.

Editor-only evaluation? You can stop here. iOS and Android each have one extra step at build time — see Building for iOS and Building for Android when you're ready to ship.


Access token

Every Mapbox API call (tiles, geocoding, directions) requires a Mapbox access token.

  • Set it via the editor menu: Mapbox → Setup.
  • Stored at Assets/Resources/Mapbox/MapboxConfiguration.txt, loaded at runtime via Resources.Load.
  • An SKU token is appended to signed requests automatically.
  • Get a token at https://account.mapbox.com/access-tokens.

Demo scenes

Five samples ship with the SDK. To import: open the Package Manager, select the Mapbox Unity SDK, go to the Samples tab, and click Import next to the one you want.

SampleWhat it demonstrates
WorldMapViewerMinimal map setup — pan / zoom an interactive world map. Best first-time evaluation target.
LocationBasedGameDevice GPS → in-scene avatar movement. The Pokemon-Go-style starting point.
MapboxComponentsHigh-performance component-system-based layer rendering (Buildings + Areas + Roads).
DirectionsApiDemoCalling the Directions API + rendering a route on the map.
GeocodingApiDemoForward and reverse geocoding.

After import each sample lives under Assets/Samples/Mapbox Unity SDK/<version>/<SampleName>/. You can copy the relevant pieces into your own project layout and delete the Samples folder.

The LocationBasedGame sample includes a LocationBasedMap prefab that's a useful starting point for any GPS-driven game: drop it into a scene and you have a working location-aware map with a follow-camera and a character that follows the device location.


Working with location

Two ways to drive the map's center / orientation:

1. Fixed lat/lon from the Inspector

MapboxMapBehaviour has a MapInformation field with editable latitude, longitude, zoom, pitch, bearing, and scale. With Initialize On Start checked, the map opens at those coordinates at startup.

Good for development and for apps where the map's location is fixed or driven by your own UI (a city tour, a real-estate app filtered by area, etc.).

2. Device GPS via the LocationModule

The LocationModule system swaps in device GPS at build time and predefined test coordinates in the editor. This is what the LocationBasedGame sample uses.

To wire it up on a new map:

  1. Disable Initialize On Start on MapboxMapBehaviour — the location provider will initialize the map asynchronously when the first GPS fix comes in.
  2. Add Snap Map To Location Provider to your map GameObject. It will move the map center to follow the device location.
  3. Attach Snap Transform To Location Provider to your character / avatar transform to make it follow the device location in world space.

For arbitrary placement (drop a marker at a specific lat/lon, not driven by GPS), see Place a GameObject at a latitude / longitude in the Getting Started guide.


Building for iOS

SettingValue
Scripting BackendIL2CPP (required)
Minimum iOS Version11.0+ recommended
ArchitectureARM64
Location permissionSet NSLocationWhenInUseUsageDescription (or NSLocationAlwaysUsageDescription) in Info.plist before requesting location.

XCFrameworks (MapboxCommon, Turf) ship multi-slice and are picked up automatically by Unity's plugin importer. No further project-side configuration required.


Building for Android

Step 1 — Copy the build-settings plugin folder

The SDK ships per-editor-version Gradle templates and manifest entries that need to live in your project's Assets/ folder.

  1. Open Runtime/AndroidBuildSettings/. There are subfolders named after Unity editor versions.
  2. Pick the one matching (or closest lower than) the Unity version you're using.
  3. Copy the Plugins/ folder inside it into your project's Assets/.
  4. If your project already has custom Android settings, merge them with the copied files rather than overwriting.

Verify the settings landed: in Project Settings → Player → Publish Settings, the custom files should be referenced.

Step 2 — Managed Stripping Level

In Player Settings → Android → Other Settings → Optimization → Managed Stripping Level:

  • Disabled / Minimal / Low — the primary tested target. Recommended for shipping.
  • Medium — briefly tested in v3.1.0 and appears to work. The SQLite cache's model classes carry [UnityEngine.Scripting.Preserve] plus a backup Plugins/link.xml declaration so reflection-based row mapping survives stripping. We haven't exercised every code path under Medium; report anything that misbehaves.
  • High — not tested. Likely works given the [Preserve] coverage, but no guarantees. If you need High in production, validate on your specific build before committing.

If you observe Error inserting … (extended=ConstraintForeignKey) in logcat at any stripping level, drop to Minimal / Low as a workaround and file an issue — the preserve-attribute combination should have prevented it.

Step 3 — Location permissions

For GPS, your manifest should request:

  • android.permission.ACCESS_FINE_LOCATION
  • android.permission.ACCESS_COARSE_LOCATION

Runtime permission prompts are handled by the SDK's UniAndroidPermission helper — no project-side code required.

Step 4 — Build

After the steps above, Build & Run from Unity's Build Settings as normal.


Modules

The SDK is organized into module assemblies. Each is a separate .asmdef and can be referenced or excluded independently:

AssemblyPathResponsibility
MapboxBaseModuleRuntime/Mapbox/BaseModule/Tile management, caching (memory/file/SQLite), data fetching, coordinate conversions. Foundation for every other module.
UnityMapModuleRuntime/Mapbox/UnityMapService/Unity-specific map service (MapUnityService), quadtree tile provider.
MapboxLocationModuleRuntime/Mapbox/LocationModule/GPS / compass via AbstractLocationProvider. Unity + static (editor) implementations.
MapboxImageModuleRuntime/Mapbox/ImageModule/Raster tile imagery (satellite, streets). Terrain strategies (flat / elevated).
MapboxVectorModuleRuntime/Mapbox/VectorModule/Vector tile rendering — buildings, roads, areas. Modifier-stack mesh generation + Component System.
MapboxCustomImageryModuleRuntime/Mapbox/CustomImageryModule/Custom tileset support (non-Mapbox sources via TMS or arbitrary URL templates).
MapboxDirectionsRuntime/Mapbox/DirectionsApi/Directions API wrapper.
MapboxGeocodingRuntime/Mapbox/GeocodingApi/Forward / reverse geocoding API wrapper.
MapboxDebugRuntime/Mapbox/MapDebug/Debug logging and benchmarking pipelines.
MapboxExamplesRuntime/Mapbox/Example/Camera behaviours, input handling, demo support scripts.

Editor-only counterparts exist for several modules (e.g. MapboxBaseModule.Editor).


Documentation

In-package documentation lives under Documentation~/. Grouped by what you're trying to do:

Upgrading from a previous version

Getting started

Map composition

Camera, input, and AR/MR

  • CameraSystem.md — camera behaviours, touch / mouse input, Input System soft-dep, AR/MR parent-transform guidance.

Vector content

APIs


Reporting issues / contributing

This package is maintained by Mapbox internally. Issues and feature requests should be reported through your standard Mapbox support channel.