Доступ к данным во время выполнения приложения.
Этот класс содержит статические методы для поиска информации "об" и управления данными во время выполнения.
absoluteURL | The URL of the document (what is shown in a browser's address bar) for WebGL (Read Only). |
backgroundLoadingPriority | Приоритет потока фоновой загрузки. |
buildGUID | Returns a GUID for this build (Read Only). |
cloudProjectId | A unique cloud project identifier. It is unique for every project (Read Only). |
companyName | Return application company name (Read Only). |
consoleLogPath | Returns the path to the console log file, or an empty string if the current platform does not support log files. |
dataPath | Содержит путь к папке игровых данных (Read Only). |
genuine | Возвращает false, если в приложение вносятся изменения после того, как оно было собрано. |
genuineCheckAvailable | Возвращает true, если целостность приложения может быть подтверждена. |
identifier | Returns application identifier at runtime. On Apple platforms this is the 'bundleIdentifier' saved in the info.plist file, on Android it's the 'package' from the AndroidManifest.xml. |
installerName | Returns the name of the store or package that installed the application (Read Only). |
installMode | Возвращает true, если целостность приложения может быть подтверждена. |
internetReachability | Returns the type of Internet reachability currently possible on the device. |
isBatchMode | Returns true when Unity is launched with the -batchmode flag from the command line (Read Only). |
isConsolePlatform | Is the current Runtime platform a known console platform. |
isEditor | Мы запустились внутри редактора Unity? (Read Only) |
isFocused | Whether the player currently has focus. Read-only. |
isMobilePlatform | Is the current Runtime platform a known mobile platform. |
isPlaying | Returns true when called in any kind of built Player, or when called in the Editor in Play Mode (Read Only). |
persistentDataPath | Содержит путь к постоянной директории данных (Read Only). |
platform | Содержит путь к папке игровых данных (Read Only). |
productName | Returns application product name (Read Only). |
runInBackground | Should the player be running when the application is in the background? |
sandboxType | Возвращает true, если целостность приложения может быть подтверждена. |
streamingAssetsPath | The path to the StreamingAssets folder (Read Only). |
systemLanguage | The language the user's operating system is running in. |
targetFrameRate | Instructs game to try to render at a specified frame rate. |
temporaryCachePath | Содержит путь к временным данным / директории кэша (Read Only). |
unityVersion | The version of the Unity runtime used to play the content. |
version | Возвращает true, если целостность приложения может быть подтверждена. |
CanStreamedLevelBeLoaded | Может ли потоковый уровень быть загружен? |
GetBuildTags | Returns an array of feature tags in use for this build. |
GetStackTraceLogType | Get stack trace logging options. The default value is StackTraceLogType.ScriptOnly. |
HasProLicense | Unity активирован с Pro лицензией? |
HasUserAuthorization | Проверка, чтобы пользователь разрешил использование веб камеры или микрофона в Web Player'е. |
IsPlaying | Returns true if the given object is part of the playing world either in any kind of built Player or in Play Mode. |
OpenURL | Открывает url в браузере. |
Quit | Выходит из игрового приложения. |
RequestAdvertisingIdentifierAsync | Request advertising ID for iOS, Android and Windows Store. |
RequestUserAuthorization | Request authorization to use the webcam or microphone on iOS. |
SetBuildTags | Set an array of feature tags for this build. |
SetStackTraceLogType | Set stack trace logging options. The default value is StackTraceLogType.ScriptOnly. |
Unload | Unloads the Unity runtime. |
logMessageReceived | Event that is fired if a log message is received. |
logMessageReceivedThreaded | Event that is fired if a log message is received. |
lowMemory | This event occurs when an iOS or Android device notifies of low memory while the app is running in the foreground. You can release non-critical assets from memory (such as, textures or audio clips) in response to this in order to avoid the app being terminated. You can also load smaller versions of such assets. Furthermore, you should serialize any transient data to permanent storage to avoid data loss if the app is terminated.This event corresponds to the following callbacks on the different platforms: - iOS: [UIApplicationDelegate applicationDidReceiveMemoryWarning] - Android: onLowMemory() and onTrimMemory(level == TRIM_MEMORY_RUNNING_CRITICAL)Here is an example of handling the callback: |
onBeforeRender | Delegate method used to register for "Just Before Render" input updates for VR devices. |
quitting | Unity raises this event when the player application is qutting. |
wantsToQuit | Unity raises this event when the player application wants to quit. |
AdvertisingIdentifierCallback | Delegate method for fetching advertising ID. |
LogCallback | Use this delegate type with Application.logMessageReceived or Application.logMessageReceivedThreaded to monitor what gets logged. |
LowMemoryCallback | This is the delegate function when a mobile device notifies of low memory. |