Version: 2018.3 (switch to 2019.1b or 2017.4)
LanguageEnglish
  • C#

AndroidBlitType

enumeration

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

Description

Describes the method for how content is displayed on the screen.

Options are as follows:

Use Always to render offscreen and blit to the backbuffer. Use Never to render directly to the backbuffer. Use Auto or automatically choose the most appropriate option.

Depending on the device, AndroidBlitType.Never may not support switching MSAA settings at runtime or rendering at non-native resolution. AndroidBlitType.Never does not provide a sRGB backbuffer. Linear rendering requires a framebuffer that does sRGB read/write conversions (see RenderTexture.sRGB), otherwise the generated image typically appears too dark. Therefore AndroidBlitType.Never is not recommended when linear rendering is used. If you want to use linear rendering with AndroidBlitType.Never despite this information, you have to setup your own sRGB render target and handle the blit to the backbuffer.

AndroidBlitType is ignored when the Vulkan Graphics API is used.

Properties

AlwaysAlways render offscreen and blit to the backbuffer.
NeverNever render offscreen and blit to the backbuffer. Always render directly to the backbuffer.
AutoAutomatically determine the most appropriate method for drawing to the screen.

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