class in UnityEngine
/
Inherits from:Object
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Implemented in:UnityEngine.CoreModule
Script interface for Quality Settings.
There can be an arbitrary number of quality settings. The details of each are set up in the project's Quality Settings. At run time, the current quality level can be changed using this class.
activeColorSpace | Active color space (Read Only). |
anisotropicFiltering | Global anisotropic filtering mode. |
antiAliasing | Choose the level of Multi-Sample Anti-aliasing (MSAA) that the GPU performs. |
asyncUploadBufferSize | Asynchronous texture and mesh data upload provides timesliced async texture and mesh data upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture and mesh data, Unity re-uses a ringbuffer whose size can be controlled.Use asyncUploadBufferSize to set the buffer size for asynchronous texture and mesh data uploads. The minimum value is 2 megabytes and the maximum value is 2047 megabytes. The buffer resizes automatically to fit the largest texture currently loading. To avoid a buffer resize (which can use extra system resources) set this value to the size of the largest texture in the Scene. If you have issues with excessive memory usage, you may need to reduce the value of this buffer or disable asyncUploadPersistentBuffer. Memory fragmentation can occur if you choose the latter option. |
asyncUploadPersistentBuffer | This flag controls if the async upload pipeline's ring buffer remains allocated when there are no active loading operations. Set this to true, to make the ring buffer allocation persist after all upload operations have completed. If you have issues with excessive memory usage, you can set this to false. This means you reduce the runtime memory footprint, but memory fragmentation can occur. The default value is true. |
asyncUploadTimeSlice | Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used.Use asyncUploadTimeSlice to set the time-slice in milliseconds for asynchronous texture uploads per frame. Minimum value is 1 and maximum is 33. |
billboardsFaceCameraPosition | If enabled, billboards will face towards camera position rather than camera orientation. |
desiredColorSpace | Desired color space (Read Only). |
lodBias | Global multiplier for the LOD's switching distance. |
masterTextureLimit | A texture size limit applied to most textures. Indicates how many mipmaps should be dropped. The default value is zero. |
maximumLODLevel | A maximum LOD level. All LOD groups. |
maxQueuedFrames | Maximum number of frames queued up by graphics driver. |
names | The indexed list of available Quality Settings. |
particleRaycastBudget | Budget for how many ray casts can be performed per frame for approximate collision testing. |
pixelLightCount | The maximum number of pixel lights that should affect any object. |
realtimeReflectionProbes | Enables realtime reflection probes. |
renderPipeline | The RenderPipelineAsset that defines the override render pipeline for the current quality level. |
resolutionScalingFixedDPIFactor | In resolution scaling mode, this factor is used to multiply with the target Fixed DPI specified to get the actual Fixed DPI to use for this quality setting. |
shadowCascade2Split | The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero. |
shadowCascade4Split | The normalized cascade start position for a 4 cascade setup. Each member of the vector defines the normalized position of the coresponding cascade with respect to Zero. |
shadowCascades | Number of cascades to use for directional light shadows. |
shadowDistance | Shadow drawing distance. |
shadowmaskMode | The rendering mode of Shadowmask. |
shadowNearPlaneOffset | Offset shadow frustum near plane. |
shadowProjection | Directional light shadow projection. |
shadowResolution | The default resolution of the shadow maps. |
shadows | Realtime Shadows type to be used. |
skinWeights | The maximum number of bones per vertex that are taken into account during skinning, for all meshes in the project. |
softParticles | Should soft blending be used for particles? |
softVegetation | Use a two-pass shader for the vegetation in the terrain engine. |
streamingMipmapsActive | Enable automatic streaming of texture mipmap levels based on their distance from all active cameras. |
streamingMipmapsAddAllCameras | Process all enabled Cameras for texture streaming (rather than just those with StreamingController components). |
streamingMipmapsMaxFileIORequests | The maximum number of active texture file IO requests from the texture streaming system. |
streamingMipmapsMaxLevelReduction | The maximum number of mipmap levels to discard for each texture. |
streamingMipmapsMemoryBudget | The total amount of memory (in megabytes) to be used by streaming and non-streaming textures. |
streamingMipmapsRenderersPerFrame | The number of renderer instances that are processed each frame when calculating which texture mipmap levels should be streamed. |
vSyncCount | The number of vertical syncs that should pass between each frame. |
DecreaseLevel | Decrease the current quality level. |
GetQualityLevel | Returns the current graphics quality level. |
GetRenderPipelineAssetAt | Provides a reference to the RenderPipelineAsset that defines the override render pipeline for a given quality level. |
IncreaseLevel | Increase the current quality level. |
SetQualityLevel | Sets a new graphics quality level. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |