Version: 2021.3
LanguageEnglish
  • C#

SystemInfo

class in UnityEngine

/

Implemented in:UnityEngine.CoreModule

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Description

Access system and hardware information.

Use this class to figure out capabilities of the underlying platform and hardware. For example, you can check which RenderTexture formats are supported (SupportsRenderTextureFormat), how many CPU threads are available (processorCount), and so on.

Static Properties

batteryLevelThe current battery level (Read Only).
batteryStatusReturns the current status of the device's battery (Read Only).
computeSubGroupSizeSize of the compute thread group that supports efficient memory sharing on the GPU (Read Only).
constantBufferOffsetAlignmentMinimum buffer offset (in bytes) when binding a constant buffer using Shader.SetConstantBuffer or Material.SetConstantBuffer.
copyTextureSupportSupport for various Graphics.CopyTexture cases (Read Only).
deviceModelThe model of the device (Read Only).
deviceNameThe user defined name of the device (Read Only).
deviceTypeReturns the kind of device the application is running on (Read Only).
deviceUniqueIdentifierA unique device identifier. It's guaranteed to be unique for every device (Read Only).
graphicsDeviceIDThe identifier code of the graphics device (Read Only).
graphicsDeviceNameThe name of the graphics device (Read Only).
graphicsDeviceTypeThe graphics API type used by the graphics device (Read Only).
graphicsDeviceVendorThe vendor of the graphics device (Read Only).
graphicsDeviceVendorIDThe identifier code of the graphics device vendor (Read Only).
graphicsDeviceVersionThe graphics API type and driver version used by the graphics device (Read Only).
graphicsMemorySizeAmount of video memory present (Read Only).
graphicsMultiThreadedIs graphics device using multi-threaded rendering (Read Only)?
graphicsShaderLevelGraphics device shader capability level (Read Only).
graphicsUVStartsAtTopReturns true if the texture UV coordinate convention for this platform has Y starting at the top of the image.
hasDynamicUniformArrayIndexingInFragmentShadersReturns true when the GPU has native support for indexing uniform arrays in fragment shaders without restrictions.
hasHiddenSurfaceRemovalOnGPUTrue if the GPU supports hidden surface removal.
hasMipMaxLevelReturns true if the GPU supports partial mipmap chains (Read Only).
hdrDisplaySupportFlagsReturns a bitwise combination of HDRDisplaySupportFlags describing the support for HDR displays on the system.
maxAnisotropyLevelReturns the maximum anisotropic level for anisotropic filtering that is supported on the device.
maxComputeBufferInputsComputeDetermines how many compute buffers Unity supports simultaneously in a compute shader for reading. (Read Only)
maxComputeBufferInputsDomainDetermines how many compute buffers Unity supports simultaneously in a domain shader for reading. (Read Only)
maxComputeBufferInputsFragmentDetermines how many compute buffers Unity supports simultaneously in a fragment shader for reading. (Read Only)
maxComputeBufferInputsGeometryDetermines how many compute buffers Unity supports simultaneously in a geometry shader for reading. (Read Only)
maxComputeBufferInputsHullDetermines how many compute buffers Unity supports simultaneously in a hull shader for reading. (Read Only)
maxComputeBufferInputsVertexDetermines how many compute buffers Unity supports simultaneously in a vertex shader for reading. (Read Only)
maxComputeWorkGroupSizeThe largest total number of invocations in a single local work group that can be dispatched to a compute shader (Read Only).
maxComputeWorkGroupSizeXThe maximum number of work groups that a compute shader can use in X dimension (Read Only).
maxComputeWorkGroupSizeYThe maximum number of work groups that a compute shader can use in Y dimension (Read Only).
maxComputeWorkGroupSizeZThe maximum number of work groups that a compute shader can use in Z dimension (Read Only).
maxCubemapSizeMaximum cubemap texture size in pixels (Read Only).
maxGraphicsBufferSizeThe maximum size of a graphics buffer (GraphicsBuffer, ComputeBuffer, vertex/index buffer, etc.) in bytes (Read Only).
maxTexture3DSizeMaximum 3D texture size in pixels (Read Only).
maxTextureArraySlicesMaximum number of slices in a Texture array (Read Only).
maxTextureSizeMaximum texture size in pixels (Read Only).
npotSupportWhat NPOT (non-power of two size) texture support does the GPU provide? (Read Only)
operatingSystemOperating system name with version (Read Only).
operatingSystemFamilyReturns the operating system family the game is running on (Read Only).
processorCountNumber of processors present (Read Only).
processorFrequencyProcessor frequency in MHz (Read Only).
processorTypeProcessor name (Read Only).
renderingThreadingModeApplication's actual rendering threading mode (Read Only).
supportedRandomWriteTargetCountThe maximum number of random write targets (UAV) that Unity supports simultaneously. (Read Only)
supportedRenderTargetCountHow many simultaneous render targets (MRTs) are supported? (Read Only)
supports2DArrayTexturesAre 2D Array textures supported? (Read Only)
supports32bitsIndexBufferAre 32-bit index buffers supported? (Read Only)
supports3DRenderTexturesAre 3D (volume) RenderTextures supported? (Read Only)
supports3DTexturesAre 3D (volume) textures supported? (Read Only)
supportsAccelerometerIs an accelerometer available on the device?
supportsAnisotropicFilterReturns true when anisotropic filtering is supported on the device.
supportsAsyncComputeReturns true when the platform supports asynchronous compute queues and false if otherwise.
supportsAsyncGPUReadbackReturns true if asynchronous readback of GPU data is available for this device and false otherwise.
supportsAudioIs there an Audio device available for playback? (Read Only)
supportsCompressed3DTexturesAre compressed formats for 3D (volume) textures supported? (Read Only).
supportsComputeShadersAre compute shaders supported? (Read Only)
supportsConservativeRasterIs conservative rasterization supported? (Read Only)
supportsCubemapArrayTexturesAre Cubemap Array textures supported? (Read Only)
supportsGeometryShadersAre geometry shaders supported? (Read Only)
supportsGpuRecorderSpecifies whether the current platform supports the GPU Recorder or not. (Read Only).
supportsGraphicsFence true if the platform supports GraphicsFences, otherwise false.
supportsGyroscopeIs a gyroscope available on the device?
supportsHardwareQuadTopologyDoes the hardware support quad topology? (Read Only)
supportsInstancingIs GPU draw call instancing supported? (Read Only)
supportsLocationServiceIs the device capable of reporting its location?
supportsMipStreamingIs streaming of texture mip maps supported? (Read Only)
supportsMotionVectorsWhether motion vectors are supported on this platform.
supportsMultisampleAutoResolveReturns true if multisampled textures are resolved automatically
supportsMultisampled2DArrayTexturesBoolean that indicates whether multisampled texture arrays are supported (true if supported, false if not supported).
supportsMultisampledTexturesAre multisampled textures supported? (Read Only)
supportsMultisampleResolveDepthReturns true if the platform supports multisample resolve of depth textures.
supportsMultiviewBoolean that indicates whether Multiview is supported (true if supported, false if not supported). (Read Only)
supportsRawShadowDepthSamplingIs sampling raw depth from shadowmaps supported? (Read Only)
supportsRayTracingChecks if ray tracing is supported by the current configuration.
supportsRenderTargetArrayIndexFromVertexShaderBoolean that indicates if SV_RenderTargetArrayIndex can be used in a vertex shader (true if it can be used, false if not).
supportsSeparatedRenderTargetsBlendReturns true when the platform supports different blend modes when rendering to multiple render targets, or false otherwise.
supportsSetConstantBufferDoes the current renderer support binding constant buffers directly? (Read Only)
supportsShadowsAre built-in shadows supported? (Read Only)
supportsSparseTexturesAre sparse textures supported? (Read Only)
supportsStoreAndResolveActionThis property is true if the graphics API of the target build platform takes RenderBufferStoreAction.StoreAndResolve into account, false if otherwise.
supportsTessellationShadersAre tessellation shaders supported? (Read Only)
supportsTextureWrapMirrorOnceReturns true if the 'Mirror Once' texture wrap mode is supported. (Read Only)
supportsVibrationIs the device capable of providing the user haptic feedback by vibration?
systemMemorySizeAmount of system memory present (Read Only).
unsupportedIdentifierValue returned by SystemInfo string properties which are not supported on the current platform.
usesLoadStoreActionsTrue if the Graphics API takes RenderBufferLoadAction and RenderBufferStoreAction into account, false if otherwise.
usesReversedZBufferThis property is true if the current platform uses a reversed depth buffer (where values range from 1 at the near plane and 0 at far plane), and false if the depth buffer is normal (0 is near, 1 is far). (Read Only)

Static Methods

GetCompatibleFormatReturns a format supported by the platform for the specified usage.
GetGraphicsFormatReturns the platform-specific GraphicsFormat that is associated with the DefaultFormat.
GetRenderTextureSupportedMSAASampleCountChecks if the target platform supports the MSAA samples count in the RenderTextureDescriptor argument.
IsFormatSupportedVerifies that the specified graphics format is supported for the specified usage.
SupportsBlendingOnRenderTextureFormatIs blending supported on render texture format?
SupportsRandomWriteOnRenderTextureFormatTests if a RenderTextureFormat can be used with RenderTexture.enableRandomWrite.
SupportsRenderTextureFormatIs render texture format supported?
SupportsTextureFormatIs texture format supported on this device?
SupportsVertexAttributeFormatIndicates whether the given combination of a vertex attribute format and dimension is supported on this device.
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