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    Class GoogleAndroidProviderLoader

    GoogleAndroidProviderLoader implements the loader for Adaptive Performance on devices running Android.

    Inheritance
    object
    Object
    ScriptableObject
    AdaptivePerformanceLoader
    AdaptivePerformanceLoaderHelper
    GoogleAndroidProviderLoader
    Inherited Members
    AdaptivePerformanceLoaderHelper.m_SubsystemInstanceMap
    AdaptivePerformanceLoaderHelper.GetLoadedSubsystem<T>()
    AdaptivePerformanceLoaderHelper.StartSubsystem<T>()
    AdaptivePerformanceLoaderHelper.StopSubsystem<T>()
    AdaptivePerformanceLoaderHelper.DestroySubsystem<T>()
    AdaptivePerformanceLoaderHelper.CreateSubsystem<TDescriptor, TSubsystem>(List<TDescriptor>, string)
    AdaptivePerformanceLoaderHelper.WasAssignedToBuildTarget(BuildTargetGroup)
    AdaptivePerformanceLoaderHelper.WasUnassignedFromBuildTarget(BuildTargetGroup)
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.AdaptivePerformance.Google.Android
    Assembly: Unity.AdaptivePerformance.Google.Android.dll
    Syntax
    [AdaptivePerformanceSupportedBuildTarget(BuildTargetGroup.Android)]
    public class GoogleAndroidProviderLoader : AdaptivePerformanceLoaderHelper

    Properties

    Initialized

    Returns if the provider loader was initialized successfully.

    Declaration
    public override bool Initialized { get; }
    Property Value
    Type Description
    bool
    Overrides
    UnityEngine.AdaptivePerformance.AdaptivePerformanceLoader.Initialized

    Running

    Returns if the provider loader is currently running.

    Declaration
    public override bool Running { get; }
    Property Value
    Type Description
    bool
    Overrides
    UnityEngine.AdaptivePerformance.AdaptivePerformanceLoader.Running

    Methods

    Deinitialize()

    Implementaion of UnityEngine.AdaptivePerformance.AdaptivePerformanceLoader.Deinitialize().

    Declaration
    public override bool Deinitialize()
    Returns
    Type Description
    bool

    True if successfully deinitialized the Android subsystem, false otherwise.

    Overrides
    UnityEngine.AdaptivePerformance.AdaptivePerformanceLoaderHelper.Deinitialize()

    GetDefaultSubsystem()

    Implementation of UnityEngine.AdaptivePerformance.AdaptivePerformanceLoader.GetDefaultSubsystem().

    Declaration
    public override ISubsystem GetDefaultSubsystem()
    Returns
    Type Description
    ISubsystem

    Returns the Android Subsystem, which is the loaded default subsystem. Because only one subsystem can be present at a time, Adaptive Performance always initializes the first subsystem and uses it as a default. You can change subsystem order in the Adaptive Performance Provider Settings.

    Overrides
    UnityEngine.AdaptivePerformance.AdaptivePerformanceLoader.GetDefaultSubsystem()

    GetSettings()

    Implementation of UnityEngine.AdaptivePerformance.AdaptivePerformanceLoader.GetSettings().

    Declaration
    public override IAdaptivePerformanceSettings GetSettings()
    Returns
    Type Description
    IAdaptivePerformanceSettings

    Returns the Android settings.

    Overrides
    UnityEngine.AdaptivePerformance.AdaptivePerformanceLoader.GetSettings()

    Initialize()

    Implementation of UnityEngine.AdaptivePerformance.AdaptivePerformanceLoader.Initialize().

    Declaration
    public override bool Initialize()
    Returns
    Type Description
    bool

    True if successfully initialized the Android subsystem, false otherwise.

    Overrides
    UnityEngine.AdaptivePerformance.AdaptivePerformanceLoader.Initialize()

    Start()

    Implementation of UnityEngine.AdaptivePerformance.AdaptivePerformanceLoader.Start().

    Declaration
    public override bool Start()
    Returns
    Type Description
    bool

    True if successfully started the Android subsystem, false otherwise.

    Overrides
    UnityEngine.AdaptivePerformance.AdaptivePerformanceLoader.Start()

    Stop()

    Implementaion of UnityEngine.AdaptivePerformance.AdaptivePerformanceLoader.Stop().

    Declaration
    public override bool Stop()
    Returns
    Type Description
    bool

    True if successfully stopped the Android subsystem, false otherwise.

    Overrides
    UnityEngine.AdaptivePerformance.AdaptivePerformanceLoader.Stop()
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