Name | Description |
---|---|
index | quality index to set |
applyExpensiveChanges | should expensive changes be applied (Anti-aliasing etc) |
Sets a new graphics quality level.
function OnGUI ()
{
var names = QualitySettings.names;
GUILayout.BeginVertical ();
for (var i = 0; i < names.Length; i++)
{
if (GUILayout.Button (names[i]))
QualitySettings.SetQualityLevel (i, true);
}
GUILayout.EndVertical ();
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void OnGUI() {
string[] names = QualitySettings.names;
GUILayout.BeginVertical();
int i = 0;
while (i < names.Length) {
if (GUILayout.Button(names[i]))
QualitySettings.SetQualityLevel(i, true);
i++;
}
GUILayout.EndVertical();
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
def OnGUI():
names as (string) = QualitySettings.names
GUILayout.BeginVertical()
i as int = 0
while i < names.Length:
if GUILayout.Button(names[i]):
QualitySettings.SetQualityLevel(i, true)
i++
GUILayout.EndVertical()
When building a player quality levels that are not used for that platform are stripped. You should not expect a given quality setting to be at a given index. It's best to query the available quality settings and use the returned index.
See Also: GetQualityLevel