Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

RealtimeGICPUUsage

enumeration

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

How much CPU usage to assign to the final lighting calculations at runtime.

How many CPU worker threads to create for Realtime Global Illumination lighting calculations in the Player. Increasing this makes the system react faster to changes in lighting at a cost of using more CPU time. The higher the CPU Usage value, the more worker threads are created for solving Realtime GI.

Please note that some platforms will allow all CPUs to be occupied by worker threads whilst some have a max limit:
Xbox One: 4 CPU cores.
PS4: 4 CPU cores.
Android: If the device is a bigLittle architecture, only the little CPUs will be used, otherwise it is CPUs - 1.

Variables

Low25% of the allowed CPU threads are used as worker threads.
Medium50% of the allowed CPU threads are used as worker threads.
High75% of the allowed CPU threads are used as worker threads.
Unlimited100% of the allowed CPU threads are used as worker threads.
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961