Version: Unity 6 Beta (6000.0)
LanguageEnglish
  • C#

PlayerSettings

class in UnityEditor

/

Inherits from:Object

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Description

Player Settings is where you define various parameters for the final game that you will build in Unity. Some of these values are used in the Resolution Dialog that launches when you open a standalone game.

Static Properties

accelerometerFrequencyAccelerometer update frequency.
actionOnDotNetUnhandledExceptionSets the crash behavior on .NET unhandled exception.
advancedLicenseIs the advanced version being used?
allowedAutorotateToLandscapeLeftIs auto-rotation to landscape left supported?
allowedAutorotateToLandscapeRightIs auto-rotation to landscape right supported?
allowedAutorotateToPortraitIs auto-rotation to portrait supported?
allowedAutorotateToPortraitUpsideDownIs auto-rotation to portrait upside-down supported?
allowFullscreenSwitchIf enabled, allows the user to switch between full screen and windowed mode using OS specific keyboard short cuts.
allowHDRDisplaySupportPrepare the application to encode images for an HDR display.
allowUnsafeCodeAllow unsafe C# code to be compiled for predefined assemblies.
aotOptionsAdditional AOT compilation options. Shared by AOT platforms.
applicationIdentifierThe application identifier for the currently selected build target.
bakeCollisionMeshesPre bake collision meshes on player build.
bundleVersionApplication bundle version shared between iOS & Android platforms.
captureSingleScreenDefines if fullscreen games should darken secondary displays.
colorSpaceSet the rendering color space for the current project.
companyNameThe name of your company.
cursorHotspotDefault cursor's click position in pixels from the top left corner of the cursor image.
dedicatedServerOptimizationsPerforms additional optimizations on Dedicated Server builds.
defaultCursorThe default cursor for your application.
defaultInterfaceOrientationDefault screen orientation for mobiles.
defaultScreenHeightDefault vertical dimension of stand-alone player window.
defaultScreenWidthDefault horizontal dimension of stand-alone player window.
defaultWebScreenHeightDefault vertical dimension of web player window.
defaultWebScreenWidthDefault horizontal dimension of web player window.
enable360StereoCaptureEnable 360 Stereo Capture support on the current build target.
enableCrashReportAPIEnables CrashReport API.
enableFrameTimingStatsEnable frame timing statistics.
enableInternalProfilerEnables internal profiler.
enableMetalAPIValidationEnables Metal API validation in the Editor.
enableOpenGLProfilerGPURecordersEnable ProfilerRecorder usage to record GPU timings when rendering with OpenGL.
forceSingleInstanceRestrict standalone players to a single concurrent running instance.
fullScreenModePlatform agnostic setting to define fullscreen behavior. Not all platforms support all modes.
gcIncrementalAllows you to enable or disable incremental mode for garbage collection.
gpuSkinningMarked for deprecation in the future. Use PlayerSettings.meshDeformation instead.
graphicsJobModeSelects the graphics job mode to use on platforms that support Native, Legacy and Split graphics jobs.
graphicsJobsEnable graphics jobs (multi threaded rendering).
hdrBitDepthThe number of bits in each color channel for swap chain buffers.
insecureHttpOptionDetermines if plain text HTTP connections are allowed.
legacyClampBlendShapeWeightsDefines whether the BlendShape weight range in SkinnedMeshRenderers is clamped.
logObjCUncaughtExceptionsAre ObjC uncaught exceptions logged?
macRetinaSupportEnable Retina support for macOS.
meshDeformationSpecifies which method Unity uses to process mesh deformations for skinning.
mipStrippingEnable mip stripping for all platforms.
MTRenderingIs multi-threaded rendering enabled?
muteOtherAudioSourcesStops or allows audio from other applications to play in the background while your Unity application is running.
openGLRequireES31Specifies whether the application requires OpenGL ES 3.1 support.
openGLRequireES31AEPSpecifies whether the application requires OpenGL ES 3.1 AEP support.
openGLRequireES32Specifies whether the application requires OpenGL ES 3.2 support.
preserveFramebufferAlphaWhen enabled, preserves the alpha value in the framebuffer to support rendering over native UI on Android.
productNameThe name of your product.
resetResolutionOnWindowResizeIndicates whether to reset the application's screen resolution when the native window size changes.
resizableWindowUse resizable window in standalone player builds.
runInBackgroundIf enabled, your game will continue to run after lost focus.
spriteBatchVertexThresholdSpecifies the max vertex limit for Sprite batching.
statusBarHiddenReturns if status bar should be hidden. Supported on iOS only; on Android, the status bar is always hidden.
stereoRenderingPathActive stereo rendering path
strictShaderVariantMatchingEnable strict shader variant matching in the player.
stripEngineCodeRemove unused Engine code from your build (IL2CPP-only).
stripUnusedMeshComponentsShould unused Mesh components be excluded from game build?
suppressCommonWarningsSuppresses common C# warnings.
tvOSBundleVersionApplication bundle version for the TVOS platform.
use32BitDisplayBuffer32-bit Display Buffer is used.
useAnimatedAutorotationLet the OS autorotate the screen as the device orientation changes.
useFlipModelSwapchainUse DXGI flip model swap chain for D3D11.
useHDRDisplaySwitch the main display to HDR mode (if available).
useMacAppStoreValidationEnable receipt validation for the Mac App Store.
usePlayerLogWrite a log file with debugging information.
virtualRealitySplashScreenVirtual Reality specific splash screen.
visibleInBackgroundOn Windows, shows the application in the background if the Fullscreen Windowed mode is used.
visionOSBundleVersionApplication bundle version for the VisionOS platform.
vulkanEnableLateAcquireNextImageDelays acquiring the swapchain image until after the frame is rendered.
vulkanEnablePreTransformApplies the display rotation during rendering.
vulkanEnableSetSRGBWriteEnables Graphics.SetSRGBWrite() on Vulkan renderer.
vulkanNumSwapchainBuffersSet number of swapchain buffers to be used with Vulkan renderer
windowsGamepadBackendHintSpecifies the desired Windows API to be used for input.

Static Methods

GetAdditionalCompilerArgumentsGets an array of additional compiler arguments set for a specific NamedBuildTarget.
GetAdditionalIl2CppArgsObtain the additional arguments passed to the IL2CPP compiler during the player build process.
GetApiCompatibilityLevelGets .NET API compatibility level for specified build target.
GetApplicationIdentifierGet the application identifier for the specified platform.
GetArchitectureGets the architecture for the given build target.
GetCaptureStartupLogsReturns whether a given build target is configured to capture startuplogs
GetDefaultScriptingBackendReturns the default ScriptingImplementation for the build target you select.
GetDefaultShaderChunkCountGets the default limit on the number of shader variant chunks Unity loads and keeps in memory.
GetDefaultShaderChunkSizeInMBGets the default size for compressed shader variant chunks.
GetDynamicBatchingForPlatformReturns true if dynamic batching is enabled for the given BuildTarget.
GetEditorAssembliesCompatibilityLevelGets .NET API compatibility level for the editor assemblies.
GetGraphicsAPIsGet graphics APIs to be used on a build platform.
GetIconsReturns the list of assigned icons for the specified build target.
GetIconSizesReturns a list of icon sizes for the specified platform.
GetIl2CppCodeGenerationGets the value of code generation option for IL2CPP.
GetIl2CppCompilerConfigurationGets compiler configuration used when compiling generated C++ code for the build target you specify.
GetIl2CppStacktraceInformationGets stack trace information option for il2cpp builds for the build target you specify.
GetManagedStrippingLevelGets the managed code stripping level set for the build target you select
GetMobileMTRenderingCheck if multithreaded rendering option for mobile platform is enabled.
GetNormalMapEncodingGets the NormalMapEncoding for the build target you select.
GetOverrideShaderChunkSettingsForPlatformIf the value is true, settings for the buildTarget override the default settings.
GetPlatformIconsGets the list of available icon slots for the specified build target and kind.
GetPreloadedAssetsReturns the assets that will be loaded at start up in the player and be kept alive until the player terminates.
GetScriptingBackendGets the scripting framework for the build target you select.
GetScriptingDefineSymbolsGets the user-specified symbols for script compilation for the build target you select.
GetShaderChunkCountForPlatformGets the default limit on the number of shader variant chunks Unity loads and keeps in memory for the build target.
GetShaderChunkSizeInMBForPlatformGets the default size for compressed shader variant chunks for the build target.
GetShaderPrecisionModelGets the active shader precision model.
GetStackTraceLogTypeGets stack trace logging options.
GetStaticBatchingForPlatformReturns true if static batching is enabled for the given BuildTarget.
GetSupportedIconKindsRetrieves all icon kinds that the specified build target supports
GetTemplateCustomValueReturns a value of a custom template variable.
GetUseDefaultGraphicsAPIsIs a build platform using automatic graphics API choice?
GetVirtualTexturingSupportEnabledIs virtual texturing enabled.
SetAdditionalCompilerArgumentsSets additional compiler arguments for a build target.
SetAdditionalIl2CppArgsSet additional arguments passed to the IL2CPP compiler during the build process.
SetApiCompatibilityLevelSets .NET API compatibility level for specified build target.
SetApplicationIdentifierSet the application identifier for the specified platform.
SetArchitectureSets the architecture for the given build target.
SetCaptureStartupLogsSet whether a given build target is configured to capture startuplogs
SetDefaultShaderChunkCountSets the default limit on the number of shader variant chunks Unity loads and keeps in memory.
SetDefaultShaderChunkSizeInMBSets the default size for compressed shader variant chunks.
SetDynamicBatchingForPlatformSets dynamic batching for the given BuildTarget.
SetEditorAssembliesCompatibilityLevelSets .NET API compatibility level for Editor Assemblies.
SetGraphicsAPIsSets the graphics APIs used on a build platform.
SetIconsAssigns a list of icons for the specified platform.
SetIl2CppCodeGenerationSets the code generation option for IL2CPP for the specified build target.
SetIl2CppCompilerConfigurationSets compiler configuration used when compiling generated C++ code for a particular build target.
SetIl2CppStacktraceInformationSets stack trace information option for il2cpp builds for the build target you specify.
SetManagedStrippingLevelSets the managed code stripping level for specified build target.
SetMobileMTRenderingEnable or disable multithreaded rendering option for mobile platform.
SetNormalMapEncodingSets the normal map encoding for the given build target.
SetOverrideShaderChunkSettingsForPlatformEnable this to override the default shader variant chunk settings.
SetPlatformIconsAssign a list of icons for the specified platform and icon kind.
SetPreloadedAssetsAssigns the assets that will be loaded at start up in the player and be kept alive until the player terminates.
SetScriptingBackendSets the scripting framework for a given build target.
SetScriptingDefineSymbolsSet user-specified symbols for script compilation for the given build target.
SetShaderChunkCountForPlatformSets the default limit on the number of shader variant chunks Unity loads and keeps in memory on the build target.
SetShaderChunkSizeInMBForPlatformSets the default size for compressed shader variant chunks on the build target.
SetShaderPrecisionModelSets the shader precision model.
SetStackTraceLogTypeSet stack trace logging options. Note: calling this function will implicitly call Application.SetStackTraceLogType.
SetStaticBatchingForPlatformSets static batching for the given BuildTarget.
SetTemplateCustomValueSets a value of a custom template variable.
SetUseDefaultGraphicsAPIsShould a build platform use automatic graphics API choice.
SetVirtualTexturingSupportEnabledEnable virtual texturing.

Inherited Members

Properties

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

boolDoes 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.
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