Access to application run-time data.
This class contains static methods for looking up information about and controlling the run-time data.
absoluteURL | The absolute path to the web player data file (Read Only). |
backgroundLoadingPriority | Priority of background loading thread. |
buildGUID | Returns a GUID for this build (Read Only). |
cloudProjectId | A unique cloud project identifier. It is unique for every project (Read Only). |
companyName | Return application company name (Read Only). |
dataPath | Contains the path to the game data folder (Read Only). |
genuine | Returns false if application is altered in any way after it was built. |
genuineCheckAvailable | Returns true if application integrity can be confirmed. |
identifier | Returns application identifier at runtime. On Apple platforms this is the 'bundleIdentifier' saved in the info.plist file, on Android it's the 'package' from the AndroidManifest.xml. |
installerName | Returns the name of the store or package that installed the application (Read Only). |
installMode | Returns application install mode (Read Only). |
internetReachability | Returns the type of Internet reachability currently possible on the device. |
isConsolePlatform | Is the current Runtime platform a known console platform. |
isEditor | Are we running inside the Unity editor? (Read Only) |
isFocused | Whether the player currently has focus. Read-only. |
isMobilePlatform | Is the current Runtime platform a known mobile platform. |
isPlaying | Returns true when in any kind of player (Read Only). |
isWebPlayer | Are we running inside a web player? (Read Only) |
persistentDataPath | Contains the path to a persistent data directory (Read Only). |
platform | Returns the platform the game is running on (Read Only). |
productName | Returns application product name (Read Only). |
runInBackground | Should the player be running when the application is in the background? |
sandboxType | Returns application running in sandbox (Read Only). |
srcValue | The path to the web player data file relative to the html file (Read Only). |
streamedBytes | How many bytes have we downloaded from the main unity web stream (Read Only). |
streamingAssetsPath | Contains the path to the StreamingAssets folder (Read Only). |
systemLanguage | The language the user's operating system is running in. |
targetFrameRate | Instructs game to try to render at a specified frame rate. |
temporaryCachePath | Contains the path to a temporary data / cache directory (Read Only). |
unityVersion | The version of the Unity runtime used to play the content. |
version | Returns application version number (Read Only). |
CancelQuit | Cancels quitting the application. This is useful for showing a splash screen at the end of a game. |
CanStreamedLevelBeLoaded | Can the streamed level be loaded? |
CaptureScreenshot | Captures a screenshot at path filename as a PNG file. |
ExternalCall | Calls a function in the web page that contains the WebGL Player. |
ExternalEval | Execution of a script function in the contained web page. |
GetBuildTags | Returns an array of feature tags in use for this build (Read Only). |
GetStackTraceLogType | Get stack trace logging options. The default value is StackTraceLogType.ScriptOnly. |
GetStreamProgressForLevel | How far has the download progressed? [0...1]. |
HasProLicense | Is Unity activated with the Pro license? |
HasUserAuthorization | Check if the user has authorized use of the webcam or microphone in the Web Player. |
OpenURL | Opens the url in a browser. |
Quit | Quits the player application. |
RequestAdvertisingIdentifierAsync | Request advertising ID for iOS, Android and Windows Store. |
RequestUserAuthorization | Request authorization to use the webcam or microphone in the Web Player. |
SetStackTraceLogType | Set stack trace logging options. The default value is StackTraceLogType.ScriptOnly. |
Unload | Unloads the Unity runtime. |
logMessageReceived | Event that is fired if a log message is received. |
logMessageReceivedThreaded | Event that is fired if a log message is received. |
lowMemory | This event occurs when a mobile device notifies of low memory. You can release other non-critical assets from memory in response to this in order to avoid the app being terminated. For example, textures audio clips or also loading smaller versions of such assets. |
AdvertisingIdentifierCallback | Delegate method for fetching advertising ID. |
LogCallback | Use this delegate type with Application.logMessageReceived or Application.logMessageReceivedThreaded to monitor what gets logged. |
LowMemoryCallback | This is the delegate function when a mobile device notifies of low memory. |