このページでは、Linux プラットフォームに特化した Player 設定について説明します。一般的な Player 設定の説明は、Player 設定を参照してください。
以下のセクションのプロパティが説明されています。
デスクトップゲームにカスタムアイコンを割り当てるには、Override for Windows, Mac, Linux 設定を有効にします。それぞれの四角に合ったさまざまなサイズのアイコンをアップロードできます。
Resolution and Presentation (解像度と表示) セクションの Resolution と Standalone Player Options を使用して、画面の表示をカスタマイズします。
このセクションでは、スクリーンモードとデフォルトサイズをカスタマイズできます。
プロパティ | 機能 | |
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Fullscreen Mode | 全画面のモードを選択します。起動時のデフォルトの画面モードを定義します。 | |
Fullscreen Window | Set your app window to the full-screen native display resolution, covering the whole screen. This mode is also known as borderless full-screen. Unity renders the app content at the resolution set by a script, or the native display resolution if none is set and scales it to fill the window. When scaling, Unity adds black bars to the rendered output to match the display aspect ratio to prevent content stretching. This process is called letterboxing. The OS overlay UI displays on top of the full-screen window (such as IME input windows). All platforms support this mode. | |
Exclusive Fullscreen (Windows only) | Set your app to maintain sole full-screen use of a display. Unlike Fullscreen Window, this mode changes the OS resolution of the display to match the app’s chosen resolution. This option is only supported on Windows. | |
Maximized Window (Mac only) | Set the app window to the operating system’s definition of maximized, which is typically a full-screen window with a hidden menu bar and dock on macOS. This option is only supported on macOS. Fullscreen Window is the default setting for other platforms. | |
Windowed | Set your app to a standard, non-full-screen movable window, the size of which is dependent on the app resolution. In this mode, the window is resizable by default. Use the Resizable Window setting to disable this. All desktop platforms support this full-screen mode. | |
Default Is Native Resolution | Enable this option to make the game use the default resolution used on the target machine. This option isn’t available if the Fullscreen Mode is set to Windowed. | |
Default Screen Width | ゲーム画面のデフォルトの幅をピクセル単位で設定します。このオプションは、Full Screen Mode が Windowed に設定されている場合にのみ使用できます。 | |
Default Screen Height | ゲーム画面のデフォルトの高さをピクセル単位で設定します。このオプションは、Full Screen Mode が Windowed に設定されている場合にのみ使用できます。 | |
Mac Retina Support | Enable this option to enable support for high DPI (Retina) screens on a Mac. Unity enables this by default. This enhances Projects on a Retina display, but it’s somewhat resource-intensive when active. | |
Run In background | Enable this option to have the game running in the background instead of pausing if the app loses focus. |
このセクションを使って、画面をカスタマイズできます。例えば、ユーザーが画面のサイズを変更できるかどうかや、同時に実行できるインスタンスの数などを決定できます。
プロパティ | 機能 |
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Capture Single Screen | Enable this option to ensure desktop games in Fullscreen Mode don’t darken the secondary monitor in multi-monitor setups. This isn’t supported on macOS X. |
Use Player Log | これを有効にすると、デバッグ情報を含むログファイルを作成します。デフォルトは有効です。 注意 アプリケーションを Mac App Store に提出する場合は、このオプションを無効にします。詳細は、Mac App Store へ公開 を参照してください。 |
Resizable Window | これを有効にすると、プレイヤーウィンドウサイズを変更できます。 注意 このオプションを無効にすると、アプリケーションは Fullscreen Mode の Windowed が使用できなくなります。 |
Visible in Background | Enable this option to display the application in the background if the Windowed Fullscreen Mode option is used (in Windows). |
Allow FullScreen Switch | これを有効にすると、デフォルトの全画面キーを押して全画面のモードと Windowed モードを切り替えることができます。 |
Force Single Instance | これを有効にすると、デスクトッププレイヤーを 1 つの同時実行インスタンスに制限できます。 |
Supported Aspect Ratios | 起動時に解像度ダイアログに表示したいアスペクト比を有効にします (ユーザーのモニターにサポートされている場合)。 |
Virtual Reality Splash Image 設定を使用して、VR ディスプレイのカスタムスプラッシュ画像を指定します。一般的なスプラッシュスクリーン の設定については、スプラッシュスクリーン を参照してください。
Other Settings のセクションでは、以下のグループに分類されたさまざまなオプションをカスタマイズできます。
これらの設定を使用して、デスクトップ (Windows、Mac、Linux) プラットフォーム向けにゲームをレンダリングする方法をカスタマイズします。
設定 | 機能 | |
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Color Space | レンダリングに Gamma と Linear どちらの色空間を使用するかを選択します。 2 つの色空間の違いの説明は リニアレンダリングの概要 を参照してください。 |
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Auto Graphics API | これを有効にすると、ゲームが実行されている Linux マシンで最高のグラフィックス API を使用できます。これを無効にすると、サポートされているグラフィックス API を追加したり削除したりできます。 | |
Color Gamut | You can add or remove color gamuts for the iOS platform to use for rendering. Click the plus (+) icon to see a list of available gamuts. A color gamut defines a possible range of colors available for a given device (such as a monitor or screen). The sRGB gamut is the default (and required) gamut. When targeting recent tvOS devices with wide color gamut displays, use DisplayP3 to use full display capabilities. Use Metal Editor Support as a fallback for older devices. |
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Multithreaded Rendering | これを有効にして、マルチスレッドレンダリングを使用します。これは Metal でのみサポートされています。 | |
Static Batching | このオプションを有効にして、静的バッチ処理を行います。 | |
Dynamic Batching | これを有効にして、 ダイナミックバッチング をビルドに使用します (デフォルトでは有効になっています)。 | |
Compute Skinning | これを有効にすると、DX11/ES3 GPU コンピュートスキニングを使用して、CPU リソースを解放できます。 | |
Graphics Jobs (Experimental) | Enable this option to instruct Unity to offload graphics tasks (render loops) to worker threads running on other CPU cores. This is to reduce the time spent in Camera.Render on the main thread, which is often a bottleneck. Note: This feature is experimental. It may not deliver a performance improvement for your project, and may introduce new crashes. |
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Texture compression format | Choose between ASTC, ETC2 and ETC (ETC1 for RGB, ETC2 for RGBA). See texture compression format overview for more information on how to pick the right format. See Texture compression settings for more details on how this interacts with the texture compression setting in the Build Settings. |
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Normal Map Encoding | XYZ または DXT5nm-style を選択して、法線マップのエンコードを設定します。DXT5nm-style 法線マップは高品質ですが、シェーダーでのデコードにコストがかかります。 | |
Lightmap Encoding | ライトマップのエンコードを設定するには、Low Quality、Normal Quality、High Quality のいずれかを選択します。この設定は、ライトマップのエンコードスキームと圧縮形式に影響します。 | |
HDR Cubemap Encoding | Choose Low Quality, Normal Quality, or High Quality to set the HDR Cubemap encoding. This setting affects the encoding scheme and compression format of the HDR Cubemaps. | |
Lightmap Streaming Enabled | Whether to use Mipmap Streaming for lightmaps. Unity applies this setting to all lightmaps when it generates them. Note: To use this setting, you must enable the Texture Streaming Quality setting. |
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Streaming Priority | Set the priority for all lightmaps in the Mipmap Streaming system. Unity applies this setting to all lightmaps when it generates them. Positive numbers give higher priority. Valid values range from –128 to 127. |
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Enable Frame Timing Stats | これを有効にすると、CPU/GPUフレームタイミング統計を収集します。 | |
Swap Chain Bit Depth | スワップチェーンバッファの各色チャンネルのビット数を選択します。HDR (ハイダイナミックレンジ) モードが有効な場合にのみ使用可能です。 | |
Bit Depth 10 | Unity は、R10G10B10A2 バッファ形式と ST2084 PQ エンコードの Rec2020 プライマリを使用します。 | |
Bit Depth 16 | Unity は R16G16B16A16 バッファ形式とリニア色の Rec709 プライマリ (エンコード無し) を使用します。 | |
Virtual Texturing | Indicates whether to enable Virtual Texturing. Note: Virtual Texturing isn’t compatible with Android. |
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Shader precision model | Controls the default precision of samplers used in shaders. See Shader data types and precision for more details. | |
360 Stereo Capture | Indicates whether Unity can capture stereoscopic 360 images and videos. When enabled, Unity compiles additional shader variants to support 360 capture (currently only on Windows OSX). When enabled, enable_360_capture keyword is added during the Stereo RenderCubemap call. Note that this keyword is not triggered outside the Stereo RenderCubemap function. For more information, see Stereo 360 Image and Video Capture. |
Property | Description |
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SRGB Write Mode | Enable this option to allow Graphics.SetSRGBWrite() renderer to toggle the sRGB write mode during runtime. That is, if you want to temporarily turn off Linear-to-sRGB write color conversion, you can use this property to achieve that. Enabling this has a negative impact on performance on mobile tile-based GPUs; therefore, do NOT enable this for mobile. |
Number of swapchain buffers | Set this option to 2 for double-buffering, or 3 for triple-buffering to use with Vulkan renderer. This setting may help with latency on some platforms, but in most cases you should not change this from the default value of 3. Double-buffering might have a negative impact on performance. Do not use this setting on Android. |
Acquire swapchain image late as possible | If enabled, Vulkan delays acquiring the backbuffer until after it renders the frame to an offscreen image. Vulkan uses a staging image to achieve this. Enabling this setting causes an extra blit when presenting the backbuffer. This setting, in combination with double-buffering, can improve performance. However, it also can cause performance issues because the additional blit takes up bandwidth. |
Recycle command buffers | Indicates whether to recycle or free CommandBuffers after Unity executes them. |
The properties in this section are only relevant to macOS. For more information, see macOS Player Settings.
Property | Description | |
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Scripting Backend | Choose the scripting backend you want to use. The scripting backend determines how Unity compiles and executes C# code in your Project. | |
Mono | Compiles C# code into .NET Common Intermediate Language (CIL) and executes that CIL using a Common Language Runtime. For more information, see Mono. | |
IL2CPP | Compiles C# code into CIL, converts the CIL to C++ and then compiles that C++ into native machine code, which executes directly at run time. See IL2CPP for more information. | |
API Compatibility Level | Choose which .NET APIs you can use in your project. This setting can affect compatibility with third-party libraries. However, it has no effect on Editor-specific code (code in an Editor directory, or within an Editor-specific Assembly Definition). Tip: If you are having problems with a third-party assembly, you can try the suggestion in the API Compatibility Level section below. |
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.Net Standard | Compatible with .NET Standard 2.0. Produces smaller builds and has full cross-platform support. | |
.Net Framework | Compatible with the .NET Framework 4 (which includes everything in the .NET Standard 2.0 profile as well as additional APIs). Choose this option when usng libraries that access APIs not included in .NET Standard 2.0. Produces larger builds and any additional APIs available are not necessarily supported on all platforms. See Referencing additional class library assemblies for more information. | |
IL2CPP Code Generation | Defines how Unity manages IL2CPP code generation. This option is only available if you use the IL2CPP scripting backend. | |
Faster runtime | Generates code optimized for runtime performance. This setting is enabled by default. | |
Faster (smaller) builds) | Generates code optimized for build size and iteration. This setting generates less code and produces a smaller build, but may reduce runtime performance, especially for generic code. Use this option when faster build times are important, such as when iterating on changes. | |
C++ Compiler Configuration | Choose the C++ compiler configuration used when compiling IL2CPP generated code. Note: This property is disabled unless Scripting Backend is set to IL2CPP. |
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Use incremental GC | Uses the incremental garbage collector, which spreads garbage collection over several frames to reduce garbage collection-related spikes in frame duration. For more information, see Automatic Memory Management. | |
Allow downloads over HTTP | Indicates whether to allow downloading content over HTTP. The options are Not allowed, Allowed in Development builds only, and Always allowed. The default option is Not allowed due to the recommended protocol being HTTPS, which is more secure. | |
Active Input Handling | Chooses how to handle input from users. | |
Input Manager (old) | Use the default Input window. | |
Input System (Preview) | Use the newer Input system. The Input System is provided as a preview package for this release. To try a preview of the Input System, install the InputSystem package. | |
Both | Use both systems side by side. |
Use these settings to control how much memory shaders use at runtime.
設定 | 機能 |
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Default chunk size (MB) | Sets the maximum size of compressed shader variant data chunks Unity stores in your built application for all platforms. The default is 16 . See Shader loading for more information. |
Default chunk count | Sets the default limit on how many decompressed chunks Unity keeps in memory on all platforms. The default is 0 , which means there’s no limit. |
Override | Enables overriding Default chunk size and Default chunk count for this build target. |
Chunk size (MB) | Overrides the value of Default chunk size (MB) on this build target. |
Chunk count | Overrides the value of Default chunk count on this build target. |
You can choose your mono API compatibility level for all targets. Sometimes a 3rd-party .NET library uses functionality that is outside of your .NET compatibility level. To understand what’s going on in such cases, and how to best fix it, try following these suggestions:
Frameworks/Mono/lib/mono/YOURSUBSET/
.プロパティ | 説明 |
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Scripting Define Symbols | Sets custom compilation flags. For more details, see Platform dependent compilation. |
Additional Compiler Arguments | Adds entries to this list to pass additional arguments to the Roslyn compiler. Use one new entry for each additional argument. To create a new entry, click Add (+). To remove an entry, click Remove (-). When you have added all desired arguments, click Apply to include your additional arguments in future compilations. Click Revert to reset this list to the most recent applied state. |
Suppress Common Warnings | Indicates whether to display the C# warnings CS0169 and CS0649. |
Allow ‘unsafe’ Code | Enables support for compiling ‘unsafe’ C# code in a pre-defined assembly (for example, Assembly-CSharp.dll ). For Assembly Definition Files ( .asmdef ), click on one of your .asmdef files and enable the option in the Inspector window that appears. |
Use Deterministic Compilation | Indicates whether to prevent compilation with the -deterministic C# flag. With this setting enabled, compiled assemblies are byte-for-byte identical each time they are compiled. For more information, see Microsoft’s deterministic compiler option. |
Enable Roslyn Analyzers | Indicates whether to compile user-written scripts without Roslyn analyzer DLLs that might be present in your project. |
Property | Description | |
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Prebake Collision Meshes | Adds collision data to Meshes at build time. | |
Keep Loaded Shaders Alive | Indicates whether to prevent shaders from being unloaded. For more information, see Shader Loading. |
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Preloaded Assets | Sets an array of Assets for the player to load on startup. To add new Assets, increase the value of the Size property and then set a reference to the Asset to load in the new Element box that appears. |
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AOT compilation options | Additional options for Ahead of Time (AOT) compilation. This helps optimize the size of the built iOS player. | |
Strip Engine Code | Enable this option if you want the Unity Linker tool to remove code for Unity Engine features that your Project doesn’t use. This setting is only available with the IL2CPP scripting backend. Most apps don’t use every available DLL. This option strips out DLLs that your app doesn’t use to reduce the size of the built Player. If your app is using one or more classes that would normally be stripped out under your current settings, Unity displays a debug message when you try to build the app. |
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Managed Stripping Level | Chooses how aggressively Unity strips unused managed (C#) code. The options are Minimal, Low, Medium, and High. When Unity builds your app, the Unity Linker process can strip unused code from the managed DLLs your Project uses. Stripping code can make the resulting executable significantly smaller, but can sometimes accidentally remove code that’s in use. For more information about these options and bytecode stripping with IL2CPP, see ManagedStrippingLevel. |
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Vertex Compression | Sets vertex compression per channel. This affects all the meshes in your project. Typically, Vertex Compression is used to reduce the size of mesh data in memory, reduce file size, and improve GPU performance. For more information on how to configure vertex compression and limitations of this setting, see Compressing mesh data. |
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Optimize Mesh Data | Enable this option to strip unused vertex attributes from the mesh used in a build. This option reduces the amount of data in the mesh, which can help reduce build size, loading times, and runtime memory usage. Warning: If you have this setting enabled, you should remember to not change material or shader settings at runtime. See PlayerSettings.stripUnusedMeshComponents for more information. |
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Texture MipMap Stripping | Enables mipmap stripping for all platforms. This strips unused mipmaps from Textures at build time. Unity determines unused mipmaps by comparing the value of the mipmap against the Quality Settings for the current platform. If a mipmap value is excluded from every Quality Setting for the current platform, then Unity strips those mipmaps from the build at build time. If QualitySettings.masterTextureLimit is set to a mipmap value that has been stripped, Unity will set the value to the closest mipmap value that has not been stripped. |
特定のコンテキストで許可するログのタイプを選択します。
See stack trace logging for more information.
プロパティ | 機能 |
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Clamp BlendShapes (Deprecated) | これを有効にすると、SkinnedMeshRenderers でブレンドシェイプのウェイトの範囲を固定できます。 |
Upload Cleared Texture Data | これは古い機能で現在は必要ありません。なぜなら、帯域幅を使用するからです。デフォルトでは、デバッグのために有効になっています。この設定を有効にすると、初期データがクリアされ、テクスチャがスクリプトからビデオメモリに自動的にアップロードされます。 |