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Standalone Player settings

This page details the Player settings specific to standalone platforms (Mac OSX, Windows and Linux). For a description of the general Player settings, see Player Settings.

Standalone Mac Player settings
Standalone Mac Player settings

以下のセクションでプロパティーのドキュメントを参照できます。

Icon

Enable the Override for Standalone setting to assign a custom icon for your standalone game. You can upload different sizes of the icon to fit each of the squares provided.

Icon settings for the Standalone Player platforms
Icon settings for the Standalone Player platforms

Resolution and Presentation

Use the Resolution and Presentation section to customize aspects of the screen’s appearance in the Resolution and Standalone Player Options sections.

Resolution section

This section allows you to customize the screen mode and default size.

Resolution section for the Standalone Player platforms
Resolution section for the Standalone Player platforms
プロパティー 機能
Fullscreen Mode Choose the full-screen mode. This defines the default window mode at startup.
Fullscreen Window Set your app window to the full-screen native resolution of the display. Unity renders app content at the resolution set by script (or by user selection when the built application launches), but scales it to fill the window. When scaling, Unity adds black bars to the rendered output to match the aspect ratio chosen in the Player settings, so that the content isn’t stretched. This process is called letterboxing.
Exclusive Fullscreen (Windows only) Set your app to maintain sole full-screen use of a display. Unlike Fullscreen Window, this mode changes the OS resolution of the display to match the app’s chosen resolution. This option is only supported on Windows; on other platforms, the setting falls back to Fullscreen Window.
Maximized Window (Mac only) Set the app window to the operating system’s definition of “maximized”. On macOS, this means a full-screen window with an auto-hidden menu bar and dock. This option is only supported on macOS; on other platforms, the setting falls back to Fullscreen Window.
Windowed Set your app to a standard, non-full-screen, movable window, the size of which is dependent on the app resolution. In this mode, the window is resizable by default. To disable this, disable the Resizable Window setting.
Default Is Native Resolution Enable this option to make the game use the default resolution used on the target machine. This option is not available if the Fullscreen Mode is set to Windowed.
Default Screen Width Set the default width of the game screen in pixels. This option is only available if the Fullscreen Mode is set to Windowed.
Default Screen Height Set the default height of the game screen in pixels. This option is only available if the Fullscreen Mode is set to Windowed.
Mac Retina Support Enable this option to enable support for high DPI (Retina) screens on a Mac. Unity enables this by default. This enhances Projects on a Retina display, but it is somewhat resource-intensive when active.
Run In background このオプションを有効にすると、アプリケーションがフォーカスを失った場合に、ゲームを (一時停止せずに) 実行し続けることができます。

Standalone Player Options section

This section allows you to customize how the user can customize the screen. For example, here you can set up a startup dialog to allow the user to set their screen resolution from a list of aspect ratios that you provide. You can also determine whether the user can resize the screen and how many instances can run concurrently.

Standalone Player Options settings for the Standalone Player platforms
Standalone Player Options settings for the Standalone Player platforms
プロパティー 機能
Capture Single Screen Enable this option to ensure standalone games in Fullscreen Mode do not darken the secondary monitor in multi-monitor setups. This is not supported on Mac OS X.
Display Resolution Dialog See Customizing your Resolution Dialog for details.
Use Player Log Enable this option to write a log file with debugging information. Defaults to enabled.
Warning: If you plan to submit your application to the Mac App Store, leave this option disabled. For more information, see Publishing to the Mac App Store.
Resizable Window Enable this option to allow the user to resize the standalone player window.
Note: If you disable this option, your application can’t use the Windowed Fullscreen Mode.
Visible in Background Enable this option to show the application in the background if Windowed Fullscreen Mode is used (in Windows).
Allow Fullscreen Switch Enable this option to allow default OS full-screen key presses to toggle between full-screen and windowed modes.
Force Single Instance Enable this option to restrict standalone players to a single concurrent running instance.
Supported Aspect Ratios Enable each aspect ratio that you want to appear in the Resolution Dialog at startup (as long as they are supported by the user’s monitor).

Creating a Resolution Dialog on Startup

If you want to let the user choose the screen resolution to run the game in, you can create a dialog window that appears when your game launches.

Choose one of these values from the Display Resolution Dialog dropdown menu:

説明
Disabled Don’t show the dialog at startup.
Enabled Display a dialog asking the user to choose the screen resolution at startup.
Hidden by Default Display a dialog asking the user to choose the screen resolution only if the user holds down the Alt key at startup.

In addition, you can add a custom banner image to display on the dialog window. Expand the Splash Image section and set a reference to the image you want to use in the Application Config Dialog Banner property. The maximum image size is 432 x 163 pixels. The image does not scale up to fit the screen selector: Unity centers and crops it automatically.

エンドユーザに表示される Resolution(解像度)ダイアログ
エンドユーザに表示される Resolution(解像度)ダイアログ

Splash Image

Above the common Splash Screen settings, the Player Settings settings allow you to specify splash images for standalone platforms.

Splash Image Player settings for Standalone platforms
Splash Image Player settings for Standalone platforms
プロパティー 機能
Application Config Dialog Banner Select a custom splash image to appear on the resolution startup dialog window. For more information, see Creating a Resolution Dialog on Startup.
Virtual Reality Splash Image Select a custom splash image to be displayed in Virtual Reality displays.

Other Settings

このセクションでは、以下のグループに分類されたさまざまなオプションをカスタマイズできます。

Rendering

Use these settings to customize how Unity renders your game for Standalone platforms.

Rendering Player settings for Standalone platforms
Rendering Player settings for Standalone platforms
プロパティー 機能
Color Space レンダリングに GammaLinear どちらの色空間を使用するかを選択します。
2 つの色空間の違いの説明は リニアレンダリングの概要 を参照してください。
Auto Graphics API for Windows Enable this option to use the best Graphics API on the Windows machine the game is running on. Disable it to add and remove supported Graphics APIs.
Auto Graphics API for Mac Enable this option to use the best Graphics API on the Mac the game is running on. Disable it to add and remove supported Graphics APIs.
Auto Graphics API for Linux Enable this option to use the best Graphics API on the Linux machine it runs on. Disable it to add and remove supported Graphics APIs.
Color Gamut for Mac You can add or remove color gamuts for the Standalone Mac platforms to use for rendering. Click the plus (+) icon to see a list of available gamuts. A color gamut defines a possible range of colors available for a given device (such as a monitor or screen). The sRGB gamut is the default (and required) gamut.
Metal Editor Support Enable this option to use the Metal API in the Unity Editor and unlock faster Shader iteration for targeting the Metal API.
Metal API Validation Enable this option when you need to debug Shader issues.
Note: Validation increases CPU usage, so use it only for debugging.
Metal Write-Only Backbuffer デフォルトではないデバイスの向きでパフォーマンスを向上させます。これにより、バックバッファに frameBufferOnly フラグを設定します。これは、バックバッファからの読み直しを防ぎますが、ドライバ-の可能になる最適化もあります。
Memoryless Depth Choose when to use memoryless render textures. Memoryless render textures are temporarily stored in the on-tile memory when rendered, not in CPU or GPU memory. This reduces memory usage of your app but you cannot read or write to these render textures.
Note: Memoryless render textures are only supported on iOS, tvOS 10.0+ Metal and Vulkan. Render textures are read/write protected and stored in CPU or GPU memory on other platforms.
Unused Never use memoryless framebuffer depth.
Forced Always use memoryless framebuffer depth.
Automatic Let Unity decide when to use memoryless framebuffer depth.
Static Batching 静的バッチ処理を行うには、このオプションを有効にします。
Dynamic Batching Enable this option to use Dynamic Batching on your build (enabled by default).
Note: Dynamic batching has no effect when a Scriptable Render Pipeline is active, so this setting is only visible when nothing is set in the Scriptable Render Pipeline Asset Graphics setting.
GPU Skinning Enable this option to enable DX11/ES3 GPU skinning.
Graphics Jobs (Experimental) これを有効にすると、Unity がグラフィックスタスク (レンダリングのループ) を他の CPU コア上で動作するワーカースレッドにオフロードします。これは、しばしばボトルネックとなるメインスレッドの Camera.Render で費やされる時間を短縮するためのものです。
ノート この機能は実験的です。プロジェクトのパフォーマンスが向上しない場合があり、クラッシュの原因になる可能性があります。
Lightmap Encoding Choose Normal Quality or High Quality to set the lightmap encoding. This setting affects the encoding scheme and compression format of the lightmaps.
Lightmap Streaming Enabled このオプションを有効にすると、現在のゲームカメラをレンダリングするために、必要に応じてライトマップのミップマップのみを読み込みます。この値は、生成されるライトマップテクスチャに適用されます。
ノート この設定を使用するには、Texture Streaming Quality 設定を有効にする必要があります。
Streaming Priority ライトマップのミップマップストリーミングの優先順位を設定して、リソースの競合を解決します。これらの値は、ライトマップテクスチャが生成されると適用されます。
正の数値が優先されます。有効な値の範囲は –128 から 127 です。

Vulkan Settings

Enable the SRGB Write Mode option to allow Graphics.SetSRGBWrite() on Vulkan renderer to toggle the sRGB write mode during the frame.

Vulkan Player settings for Standalone platforms
Vulkan Player settings for Standalone platforms

Note: Enabling this feature may reduce performance, especially for tiled GPUs.

Mac App Store Options

Mac App Store Options
Mac App Store Options

For details on setting these options, see Delivering your application to the Mac App Store.

Publishing to the Mac App Store

The Use Player Log property enables writing a log file with debugging information. This is useful for investigating problems with your game. However you need to disable this when publishing games for Apple’s Mac App Store, as Apple may reject your submission if it is enabled. See the Unity Manual Log Files page for further information about log files.

The Use Mac App Store Validation property enables receipt validation for the Mac App Store. If enabled, your game only runs when it contains a valid receipt from the Mac App Store. Use this when submitting games to Apple for publishing on the App Store. This prevents people from running the game on a different computer to the one it was purchased on.

Note that this feature does not implement any strong copy protection. In particular, any potential crack against one Unity game would work against any other Unity content. For this reason, it is recommended that you implement your own receipt validation code on top of this, using Unity’s plugin feature. However, since Apple requires plugin validation to initially happen before showing the screen setup dialog, you should still enable this property to avoid Apple rejecting your submission.

Configuration

Configuration settings for Standalone Player platforms
Configuration settings for Standalone Player platforms
設定 機能
Scripting Runtime Version Choose which .NET implementation to use in your project. For more details about .NET Runtimes, see Microsoft’s .NET documentation.
.NET 3.5 Equivalent (Deprecated) .NET 3.5 API を実装する .NET ランタイム。この機能は非推奨なので、使用しないでください。.NET 4 を使用してください。
.NET 4.x Equivalent A .NET runtime that implements the .NET 4 API. This API is newer than .NET 3.5, and as such, it offers access to more APIs, is compatible with more external libraries, and supports C# 6. This is the default scripting runtime.
Scripting Backend Choose the scripting backend you want to use. The scripting backend determines how Unity compiles and executes C# code in your Project.
Mono Compiles C# code into .NET Common Intermediate Language (CIL) and executes that CIL using a Common Language Runtime. See the Mono Project website for more information.
IL2CPP Compiles C# code into CIL, converts the CIL to C++ and then compiles that C++ into native machine code, which executes directly at run time. See IL2CPP for more information.
API Compatibility Level Choose which .NET APIs you can use in your project. This setting can affect compatibility with 3rd-party libraries.
Tip: If you are having problems with a third-party assembly, you can try the suggestion in the API Compatibility Level section below.
.Net 2.0 .Net 2.0 libraries. Maximum .net compatibility, biggest file sizes. Part of the deprecated .NET 3.5 runtime.
.Net 2.0 Subset Subset of full .net compatibility, smaller file sizes. Part of the deprecated .NET 3.5 runtime.
.Net Standard 2.0 Compatible with .NET Standard 2.0. Produces smaller builds and has full cross-platform support.
.Net 4.x Compatible with the .NET Framework 4 (which includes everything in the .NET Standard 2.0 profile as well as additional APIs). Choose this option when usng libraries that access APIs not included in .NET Standard 2.0. Produces larger builds and any additional APIs available are not necessarily supported on all platforms. See Referencing additional class library assemblies for more information.
C++ Compiler Configuration Choose the C++ compiler configuration used when compiling IL2CPP generated code.
Note: This property is disabled unless Scripting Backend is set to IL2CPP.
Use incremental GC Use the incremental garbage collector, which spreads garbage collection over several frames to reduce gc-related spikes in frame duration.
Disable HW Statistics Enable this option to instruct the application not to send information about the hardware to Unity. By default, Unity Android applications send anonymous HW statistics to Unity. This provides you with aggregated information to help you make decisions as a developer. See Unity Hardware Statistics for more details
Scripting Define Symbols カスタムコンパイルフラグを設定します。詳細は、プラットフォーム依存コンパイル を参照してください。
Allow ‘unsafe’ Code 事前に定義されたアセンブリ (例えば Assembly-CSharp.dll) の ‘unsafe’ C# code をコンパイルするサポートを有効にします。
アセンブリ定義ファイル (.asmdef) の場合、.asmdef ファイルの 1 つをクリックし、表示されたインスペクターウィンドウでオプションを有効にします。
Active Input Handling ユーザーからの入力をどのように処理するかを選択します。
Input Manager Use the traditional Input settings.
Input System (Preview) Use the newer Input system. The Input System is provided as a preview package for this release. To try a preview of the Input System, install the InputSystem package.
Both 両方のシステムを同時に使用できます。

API Compatibility Level

You can choose your mono API compatibility level for all targets. Sometimes a 3rd-party .NET library uses functionality that is outside of your .NET compatibility level. In order to understand what is going on in such cases, and how to best fix it, try following these suggestions:

  1. Install Reflector for Windows.
  2. Drag the .NET assemblies for the API compatilibity level you are having issues with into Reflector. You can find these under Frameworks/Mono/lib/mono/YOURSUBSET/.
  3. Drag in your 3rd-party assembly.
  4. Right-click your 3rd-party assembly and select Analyze.
  5. In the analysis report, inspect the Depends on section. The report highlights anything that the 3rd-party assembly depends on, but that is not available in the .NET compatibility level of your choice in red.

Optimization

Optimization settings for Standalone Player platforms
Optimization settings for Standalone Player platforms
プロパティー 機能
Prebake Collision Meshes ビルド時に衝突データをメッシュに加えるには、このオプションを有効にします。
Keep Loaded Shaders Alive シェーダーがアンロードされないようにするには、このオプションを有効にします。
Preloaded Assets 起動時にプレイヤーが読み込むためのアセットの配列を設定します。
新しいアセットを加えるには、Size プロパティーの値を増やし、表示される新しい Element ボックスに読み込むようにアセットへの参照を設定します。
Strip Engine Code (IL2CPP only) Specify whether the Unity Linker tool removes code for Unity Engine features that your Project does not use.
Managed Stripping Level Defines how aggressively Unity strips unused managed (C#) code.
When Unity builds your game or application, the Unity Linker process can strip unused code from the managed dynamically linked libraries used in the project. Stripping code can make the resulting executable significantly smaller, but can sometimes mistakenly remove code that is actually used. This setting allows you to choose how aggressively Unity should remove unused code.
Disabled (Mono only) Do not strip any code. (Managed code stripping is always enabled when using IL2CPP.)
Normal Remove unreachable managed code to reduce build size and Mono/IL2CPP build times.
Aggressive (Experimental) Remove code more aggressively than under the Normal option. Code size is further reduced, but this additional reduction may have side effects. For example, some methods may no longer be visible in the debugger and code accessed through reflection can be stripped. You can create a custom link.xml file to preserve specific classes and methods. See Managed bytecode stripping with IL2CPP for more information.
Enable Internal profiler (Deprecated) Enable this option to get the profiler data from your device in the Android SDK’s adblogcat output while testing your projects. This is only available in development builds.
Script Call Optimization Choose how to optionally disable exception handling for a speed boost at runtime. See iOS Optimization for details.
Slow and Safe Use full exception handling (with some performance impact on the device when using the Mono scripting backend).
Fast but no Exceptions No data provided for exceptions on the device (the game runs faster when using the Mono scripting backend).
Note: Using this option with the IL2CPP Scripting Backend does not impact performance; however, using it can avoid undefined behavior on release builds.
Vertex Compression チャンネルごとに頂点圧縮を設定します。例えば、位置とライトマップ UV 以外のすべてに対して圧縮を有効にすることができます。インポートされた各オブジェクトに設定されたメッシュ全体の圧縮は、オブジェクトに設定された頂点圧縮を上書きします。
Optimize Mesh Data このオプションを有効にすると、メッシュに適用されるマテリアルに必要のないすべてのデータはメッシュから削除されます。

Logging

特定のコンテキストで許可するログのタイプを選択します。

Logging settings for Standalone Player platforms
Logging settings for Standalone Player platforms

スクリプト実行中にログを行う (ScriptOnly)、常に行なう (Full)、決して行なわない (None) のそれぞれに対して、ログのタイプ (ErrorAssertWarningLogException) にチェックを入れます。

Legacy

Clamp BlendShapes (Deprecated) オプションを有効にすると、SkinnedMeshRenderers でブレンドシェイプのウェイトの範囲を固定できます。

Legacy settings for Standalone Player platforms
Legacy settings for Standalone Player platforms

XR Settings

XR Settings for the Standalone Player
XR Settings for the Standalone Player
プロパティー 機能
Virtual Reality Supported Unity エディターとゲームビルドに対しネイティブの VR サポートを有効にします。
Virtual Reality SDKs リストに Virtual Reality SDK を加えたり、削除したりします。このリストは、Virtual Reality Supported が有効な場合にのみ利用可能です。
SDK をリストに加えるには、プラス (+) ボタンをクリックします。
SDK をリストから削除するには、選択してからマイナス (-) ボタンをクリックします。
一部の SDK は追加設定をここに表示します。詳細は XR SDK を参照してください。
Stereo Rendering Mode VR デバイスのレンダリング方法を選択します。
Multi Pass これが通常のレンダリングモードです。Unity はシーンを 2 度レンダリングします。最初に左眼画像をレンダリングしてから右眼画像をレンダリングします。
Single Pass 両方の眼の画像を同時にまとまった 1 つのレンダーテクスチャにレンダリングします。つまり、シーン全体が 1 回だけレンダリングされるため、CPU の処理時間が大幅に削減されます。
Single Pass Instanced (Preview) GPU は 1 回のレンダーパスを実行し、各ドローコールをインスタンス化されたドローコールに置き換えます。これは、CPU の使用を大幅に減少させ、2 つのドローコール間のキャッシュの一貫性のために、GPU の使用をわずかに減少させます。このモードを使用すると、アプリケーションの消費電力を大幅に削減できます。
Vuforia Augmented Reality Supported このオプションを有効にすると、Vuforia Virtual Reality SDK を使用するときに必要な Vuforia Augmented Reality SDK を使用できます。
360 Stereo Capture Enable this option to use 360 capture-enabled shader variants. By default, this option is disabled and Unity does not generate these shader variants.

XR Support Installers

XR Settings for the Standalone Player
XR Settings for the Standalone Player

You can click the Vuforia Augmented Reality link to enable the Vuforia Software Development Kit. You must have a Vuforia Software License and agree to the terms of that license before the Vuforia Augmented Reality Supported property is enabled.



  • 2018–11–28 限られた 編集レビュー で修正されたページ

  • 2017–09–04 > Added MacOS Retina Support checkbox Added in 2017.2 NewIn20171

  • Allow ‘unsafe’ Code checkbox added in Unity 2018.1 NewIn20181

  • .NET 4.x runtime added in 2018.1

  • Updated for United Settings, .Net 3.5 scripting runtime deprecated in Unity 2018.3 NewIn20183

  • Input System preview added in Unity 2019.1

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