Legacy Documentation: Version 2018.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

QualitySettings

class in UnityEngine

/

Inherits from:Object

/

Implemented in:UnityEngine.CoreModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Description

Script interface for Quality Settings.

There can be an arbitrary number of quality settings. The details of each are set up in the project's Quality Settings. At run time, the current quality level can be changed using this class.

Static Properties

activeColorSpaceActive color space (Read Only).
anisotropicFilteringGlobal anisotropic filtering mode.
antiAliasingSet The AA Filtering option.
asyncUploadBufferSizeAsync texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used.Use asyncUploadBufferSize to set the buffer size for asynchronous texture uploads. The size is in megabytes. Minimum value is 2 and maximum is 512. Although the buffer will resize automatically to fit the largest texture currently loading, it is recommended to set the value approximately to the size of biggest texture used in the scene to avoid re-sizing of the buffer which can incur performance cost.
asyncUploadTimeSliceAsync texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used.Use asyncUploadTimeSlice to set the time-slice in milliseconds for asynchronous texture uploads per frame. Minimum value is 1 and maximum is 33.
billboardsFaceCameraPositionIf enabled, billboards will face towards camera position rather than camera orientation.
blendWeightsBlend weights.
desiredColorSpaceDesired color space (Read Only).
lodBiasGlobal multiplier for the LOD's switching distance.
masterTextureLimitA texture size limit applied to all textures.
maximumLODLevelA maximum LOD level. All LOD groups.
maxQueuedFramesMaximum number of frames queued up by graphics driver.
namesThe indexed list of available Quality Settings.
particleRaycastBudgetBudget for how many ray casts can be performed per frame for approximate collision testing.
pixelLightCountThe maximum number of pixel lights that should affect any object.
realtimeReflectionProbesEnables realtime reflection probes.
resolutionScalingFixedDPIFactorIn resolution scaling mode, this factor is used to multiply with the target Fixed DPI specified to get the actual Fixed DPI to use for this quality setting.
shadowCascade2SplitThe normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero.
shadowCascade4SplitThe normalized cascade start position for a 4 cascade setup. Each member of the vector defines the normalized position of the coresponding cascade with respect to Zero.
shadowCascadesNumber of cascades to use for directional light shadows.
shadowDistanceShadow drawing distance.
shadowmaskModeThe rendering mode of Shadowmask.
shadowNearPlaneOffsetOffset shadow frustum near plane.
shadowProjectionDirectional light shadow projection.
shadowResolutionThe default resolution of the shadow maps.
shadowsRealtime Shadows type to be used.
softParticlesShould soft blending be used for particles?
softVegetationUse a two-pass shader for the vegetation in the terrain engine.
vSyncCountThe VSync Count.

Static Methods

DecreaseLevelDecrease the current quality level.
GetQualityLevelReturns the current graphics quality level.
IncreaseLevelIncrease the current quality level.
SetQualityLevelSets a new graphics quality level.

Inherited Members

Properties

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

Public Methods

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.

Static Methods

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

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.

Did you find this page useful? Please give it a rating: