Version: Unity 6.3 Beta (6000.3)
LanguageEnglish
  • C#

IAdaptivePerformanceSettings

class in UnityEngine.AdaptivePerformance

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Inherits from:ScriptableObject

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Implemented in:UnityEngine.AdaptivePerformanceModule

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Description

Provider Settings Interface as base class of the provider. Used to control the Editor runtime asset instance which stores the Settings.

Properties

Property Description
automaticGameMode Whether automated target frame rate based on device GameMode settings should be used.
automaticPerformanceMode The initial value of IDevicePerformanceControl.AutomaticPerformanceControl.
defaultScalerProfilerIndex Default scaler profile index.
enableBoostOnStartup Whether CPU and GPU boost mode should be enabled on application startup.
indexerSettings Settings of indexer system.
logging Control debug logging. This setting only affects development builds. All logging is disabled in release builds. This setting can also be controlled after startup using IDevelopmentSettings.Logging. Logging is disabled by default.
scalerSettings Settings of scaler system.
statsLoggingFrequencyInFrames Adjust the frequency in frames at which the application logs frame statistics to the console. This is only relevant when logging is enabled. See IDevelopmentSettings.Logging. This setting can also be controlled after startup using IDevelopmentSettings.LoggingFrequencyInFrames.

Public Methods

Method Description
GetAvailableScalerProfiles Returns a list of all available scaler profiles.
LoadScalerProfile Load a scaler profile from the settings. Unity update the values of all scalers in the profile to new ones. This is a heavy operation using reflection and should not be used per frame and only in load operations as it causes hitching and possible screen artifacts depending on which scalers are used in a scene.
OnEnable When Unity enables the serialized object it upgrades old files to the new format in the editor and saves the assets. Empty during runtime.

Inherited Members

Properties

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

Public Methods

MethodDescription
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

MethodDescription
DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.
CreateInstanceCreates an instance of a scriptable object.

Operators

OperatorDescription
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.

Messages

MessageDescription
AwakeCalled when an instance of ScriptableObject is created.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnValidateEditor-only function that Unity calls when the script is loaded or a value changes in the Inspector.
ResetReset to default values.