Access to application run-time data.
This class contains static methods for looking up information about and controlling the run-time data.
absoluteURL | The URL of the document (what is shown in a browser's address bar) for WebGL (Read Only). |
backgroundLoadingPriority | Priority of background loading thread. |
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). |
dataPath | Contains the path to the game data folder (Read Only). |
genuine | Returns false if application is altered in any way after it was built. |
genuineCheckAvailable | Returns true if application integrity can be confirmed. |
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 | Returns application install mode (Read Only). |
internetReachability | Returns the type of Internet reachability currently possible on the device. |
isConsolePlatform | Is the current Runtime platform a known console platform. |
isEditor | Are we running inside the Unity editor? (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 in any kind of player is active.(Read Only). |
persistentDataPath | Contains the path to a persistent data directory (Read Only). |
platform | Returns the platform the game is running on (Read Only). |
productName | Returns application product name (Read Only). |
runInBackground | Should the player be running when the application is in the background? |
sandboxType | Returns application running in sandbox (Read Only). |
streamedBytes | How many bytes have we downloaded from the main unity web stream (Read Only). |
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 | Contains the path to a temporary data / cache directory (Read Only). |
unityVersion | The version of the Unity runtime used to play the content. |
version | Returns application version number (Read Only). |
CancelQuit | Cancels quitting the application. This is useful for showing a splash screen at the end of a game. |
CanStreamedLevelBeLoaded | Can the streamed level be loaded? |
GetBuildTags | Returns an array of feature tags in use for this build. |
GetStackTraceLogType | Get stack trace logging options. The default value is StackTraceLogType.ScriptOnly. |
GetStreamProgressForLevel | How far has the download progressed? [0...1]. |
HasProLicense | Is Unity activated with the Pro license? |
HasUserAuthorization | Check if the user has authorized use of the webcam or microphone in the Web Player. |
OpenURL | Opens the url in a browser. |
Quit | Quits the player application. |
RequestAdvertisingIdentifierAsync | Request advertising ID for iOS, Android and Windows Store. |
RequestUserAuthorization | Request authorization to use the webcam or microphone in the Web Player. |
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. |
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. |