システム情報とハードウェア情報にアクセスします。
基本となるプラットフォームとハードウェアの機能を把握するにはこのクラスを使用します。たとえば、 RenderTexture 形式がサポートされているのか (SupportsRenderTextureFormat)、どのくらい多くの CPU スレッドが使用可能か(processorCount)、などを確認できます。
batteryLevel | The current battery level (Read Only). |
batteryStatus | Returns the current status of the device's battery (Read Only). |
computeSubGroupSize | Size of the compute thread group that supports efficient memory sharing on the GPU (Read Only). |
constantBufferOffsetAlignment | Minimum buffer offset (in bytes) when binding a constant buffer using Shader.SetConstantBuffer or Material.SetConstantBuffer. |
copyTextureSupport | さまざまな Graphics.CopyTexture ケースをサポートします (読み込み専用)。 |
deviceModel | デバイスのモデル(読み取り専用) |
deviceName | デバイス名(読み取り専用) |
deviceType | デバイスのタイプを返します(読み取り専用) |
deviceUniqueIdentifier | 一意のデバイス識別子。すべてのデバイスで一意であることが保証されています(読み取り専用) |
foveatedRenderingCaps | The foveated rendering technique supported on this platform. |
graphicsDeviceID | グラフィックデバイスの識別コード(読み取り専用) |
graphicsDeviceName | グラフィックデバイス名(読み取り専用) |
graphicsDeviceType | グラフィックデバイスがサポートしている、グラフィックス API タイプ(読み取り専用) |
graphicsDeviceVendor | グラフィックデバイスのベンダー(読み取り専用) |
graphicsDeviceVendorID | グラフィックデバイスのベンダーの識別コード(読み取り専用) |
graphicsDeviceVersion | グラフィックデバイスがサポートしている、グラフィックス API タイプとドライバーのバージョン(読み取り専用) |
graphicsMemorySize | ビデオメモリの量(読み取り専用) |
graphicsMultiThreaded | グラフィックデバイスがマルチスレッドレンダリングを行うかどうか(読み取り専用) |
graphicsShaderLevel | グラフィックデバイスのシェーダーの性能レベル(読み取り専用) |
graphicsUVStartsAtTop | Returns true if the texture UV coordinate convention for this platform has Y starting at the top of the image. |
hasDynamicUniformArrayIndexingInFragmentShaders | Returns true when the GPU has native support for indexing uniform arrays in fragment shaders without restrictions. |
hasHiddenSurfaceRemovalOnGPU | True if the GPU supports hidden surface removal. |
hasMipMaxLevel | Returns true if the GPU supports partial mipmap chains (Read Only). |
hdrDisplaySupportFlags | Returns a bitwise combination of HDRDisplaySupportFlags describing the support for HDR displays on the system. |
maxAnisotropyLevel | Returns the maximum anisotropic level for anisotropic filtering that is supported on the device. |
maxComputeBufferInputsCompute | Determines how many compute buffers Unity supports simultaneously in a compute shader for reading. (Read Only) |
maxComputeBufferInputsDomain | Determines how many compute buffers Unity supports simultaneously in a domain shader for reading. (Read Only) |
maxComputeBufferInputsFragment | Determines how many compute buffers Unity supports simultaneously in a fragment shader for reading. (Read Only) |
maxComputeBufferInputsGeometry | Determines how many compute buffers Unity supports simultaneously in a geometry shader for reading. (Read Only) |
maxComputeBufferInputsHull | Determines how many compute buffers Unity supports simultaneously in a hull shader for reading. (Read Only) |
maxComputeBufferInputsVertex | Determines how many compute buffers Unity supports simultaneously in a vertex shader for reading. (Read Only) |
maxComputeWorkGroupSize | The largest total number of invocations in a single local work group that can be dispatched to a compute shader (Read Only). |
maxComputeWorkGroupSizeX | The maximum number of work groups that a compute shader can use in X dimension (Read Only). |
maxComputeWorkGroupSizeY | The maximum number of work groups that a compute shader can use in Y dimension (Read Only). |
maxComputeWorkGroupSizeZ | The maximum number of work groups that a compute shader can use in Z dimension (Read Only). |
maxConstantBufferSize | The maximum size of a constant buffer binding (Read Only). |
maxCubemapSize | Maximum cubemap texture size in pixels (Read Only). |
maxGraphicsBufferSize | The maximum size of a graphics buffer (GraphicsBuffer, ComputeBuffer, vertex/index buffer, etc.) in bytes (Read Only). |
maxTexture3DSize | Maximum 3D texture size in pixels (Read Only). |
maxTextureArraySlices | Maximum number of slices in a Texture array (Read Only). |
maxTextureSize | Maximum texture size in pixels (Read Only). |
npotSupport | GPU はどのような NPOT (2の2乗でない) テクスチャのサポートを提供するか。(Read Only) |
operatingSystem | OS 名とバージョン(読み取り専用) |
operatingSystemFamily | Returns the operating system family the game is running on (Read Only). |
processorCount | 現在のプロセッサーの数(読み取り専用) |
processorFrequency | MHz単位のプロセッサー周波数(読み取り専用) |
processorType | プロセッサー名(読み取り専用) |
renderingThreadingMode | Application's actual rendering threading mode (Read Only). |
supportedRandomWriteTargetCount | The maximum number of random write targets (UAV) that Unity supports simultaneously. (Read Only) |
supportedRenderTargetCount | サポートしているレンダリングターゲットの数(読み取り専用) |
supports2DArrayTextures | 2D 配列テクスチャがサポートされているかどうか(読み取り専用) |
supports32bitsIndexBuffer | Are 32-bit index buffers supported? (Read Only) |
supports3DRenderTextures | Are 3D (volume) RenderTextures supported? (Read Only) |
supports3DTextures | 3D (volume) テクスチャがサポートされているかどうか(読み取り専用) |
supportsAccelerometer | 加速度センサーを利用できるかどうか |
supportsAnisotropicFilter | Returns true when anisotropic filtering is supported on the device. |
supportsAsyncCompute | Returns true when the platform supports asynchronous compute queues and false if otherwise. |
supportsAsyncGPUReadback | Returns true if asynchronous readback of GPU data is available for this device and false otherwise. |
supportsAudio | Is there an Audio device available for playback? (Read Only) |
supportsCompressed3DTextures | Are compressed formats for 3D (volume) textures supported? (Read Only). |
supportsComputeShaders | Compute シェーダーがサポートされているかどうか(読み取り専用) |
supportsConservativeRaster | Is conservative rasterization supported? (Read Only) |
supportsCubemapArrayTextures | Are Cubemap Array textures supported? (Read Only) |
supportsGeometryShaders | Are geometry shaders supported? (Read Only) |
supportsGpuRecorder | Specifies whether the current platform supports the GPU Recorder or not. (Read Only). |
supportsGraphicsFence | true if the platform supports GraphicsFences, otherwise false. |
supportsGyroscope | ジャイロスコープが利用できるかどうか |
supportsHardwareQuadTopology | Does the hardware support quad topology? (Read Only) |
supportsIndirectArgumentsBuffer | Returns true if the graphics system supports GPU draw calls with indirect argument buffers. (Read Only) |
supportsInlineRayTracing | Is inline ray tracing (ray query) supported? (Read Only) |
supportsInstancing | GPU ドローコールのインスタンス化がサポートされているかどうか(読み取り専用) |
supportsLocationService | ロケーションサービス( GPS )が利用できるかどうか |
supportsMipStreaming | Is streaming of texture mip maps supported? (Read Only) |
supportsMotionVectors | Whether motion vectors are supported on this platform. |
supportsMultisampleAutoResolve | Returns true if multisampled textures are resolved automatically |
supportsMultisampled2DArrayTextures | Boolean that indicates whether multisampled texture arrays are supported (true if supported, false if not supported). |
supportsMultisampledTextures | Are multisampled textures supported? (Read Only) |
supportsMultisampleResolveDepth | Returns true if the platform supports multisample resolve of depth textures. |
supportsMultisampleResolveStencil | Returns true if the platform supports multisample resolve of stencil textures. Otherwise, returns false. |
supportsMultiview | Boolean that indicates whether Multiview is supported (true if supported, false if not supported). (Read Only) |
supportsRawShadowDepthSampling | サポートされているシャドウマップからのサンプリングは生のデプスか?(Read Only) |
supportsRayTracing | Checks if any ray tracing features are supported by the current system configuration. (Read Only) |
supportsRayTracingShaders | Checks if ray tracing shaders are supported by the current system configuration. (Read Only) |
supportsRenderTargetArrayIndexFromVertexShader | Boolean that indicates if SV_RenderTargetArrayIndex can be used in a vertex shader (true if it can be used, false if not). |
supportsSeparatedRenderTargetsBlend | Returns true when the platform supports different blend modes when rendering to multiple render targets, or false otherwise. |
supportsSetConstantBuffer | Does the current renderer support binding constant buffers directly? (Read Only) |
supportsShadows | グラフィックスカードが影をサポートしているかどうか(読み取り専用) |
supportsSparseTextures | スパーステクスチャはサポートされますか。(Read Only) |
supportsStoreAndResolveAction | This property is true if the graphics API of the target build platform takes RenderBufferStoreAction.StoreAndResolve into account, false if otherwise. |
supportsTessellationShaders | Are tessellation shaders supported? (Read Only) |
supportsTextureWrapMirrorOnce | Returns true if the 'Mirror Once' texture wrap mode is supported. (Read Only) |
supportsVibration | そのデバイスは振動によるユーザーの触覚フィードバックを提供することができるか。 |
systemMemorySize | システムメモリの量(読み取り専用) |
unsupportedIdentifier | 現在のプラットフォームでサポートされていない SystemInfo 文字列プロパティーからの戻り値 |
usesLoadStoreActions | True if the Graphics API takes RenderBufferLoadAction and RenderBufferStoreAction into account, false if otherwise. |
usesReversedZBuffer | This 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) |
GetCompatibleFormat | Returns a format supported by the platform for the specified usage. |
GetGraphicsFormat | Returns the platform-specific GraphicsFormat that is associated with the DefaultFormat. |
GetRenderTextureSupportedMSAASampleCount | Checks if the target platform supports the MSAA samples count in the RenderTextureDescriptor argument. |
IsFormatSupported | Verifies that the specified graphics format is supported for the specified usage. |
SupportsBlendingOnRenderTextureFormat | Is blending supported on render texture format? |
SupportsRandomWriteOnRenderTextureFormat | Tests if a RenderTextureFormat can be used with RenderTexture.enableRandomWrite. |
SupportsRenderTextureFormat | レンダリングテクスチャのフォーマットがサポートされているかどうか |
SupportsTextureFormat | レンダリングテクスチャのフォーマットがサポートされているかどうか |
SupportsVertexAttributeFormat | Indicates whether the given combination of a vertex attribute format and dimension is supported on this device. |