アプリケーションの実行データにアクセスします。
このクラスには、実行データを制御したり情報を取得するための、static メソッドが含まれています。
absoluteURL | The URL of the document. For WebGL, this a web URL. For Android, iOS, or Universal Windows Platform (UWP) this is a deep link URL. (Read Only) |
backgroundLoadingPriority | バックグラウンドのスレッドの優先順位を設定します。 |
buildGUID | Returns a GUID for this build (Read Only). |
cloudProjectId | クラウドプロジェクトの ID。これは必ずユニークな ID です(読み取り専用) |
companyName | アプリケーションを提供している会社名(読み取り専用) |
consoleLogPath | Returns the path to the console log file, or an empty string if the current platform does not support log files. |
dataPath | Contains the path to the game data folder on the target device (Read Only). |
genuine | アプリケーションが構成された後、なんらかの変更があった場合に false を返します |
genuineCheckAvailable | アプリケーションの整合性が確認できる場合は true を返します。 |
identifier | Returns application identifier at runtime. On Apple platforms this is the 'bundleIdentifier' saved in the info.plist file, on Android it's the 'package' from the AndroidManifest.xml. |
installerName | アプリケーションをインストールしたストア、または、パッケージ名を返します (読み込み専用)。 |
installMode | アプリケーションのインストールモードを返します(読み取り専用) |
internetReachability | インターネットのアクセス状態を返します。 |
isBatchMode | Returns true when Unity is launched with the -batchmode flag from the command line (Read Only). |
isConsolePlatform | 現在のランタイムプラットフォームがコンソールであるかどうか |
isEditor | エディター上でプレイしているかを確認します(読み取り専用) |
isFocused | Whether the player currently has focus. Read-only. |
isMobilePlatform | 現在のランタイムプラットフォームがモバイルであるかどうか |
isPlaying | Returns true when called in any kind of built Player, or when called in the Editor in Play Mode (Read Only). |
persistentDataPath | (Read Only) Contains the path to a persistent data directory. |
platform | ゲームが何のプラットフォームで実行されているかを返します(読み取り専用) |
productName | アプリケーションのプロダクト名(製品名)(読み取り専用) |
runInBackground | ゲーム画面がバックグラウンドでも実行されるべきかを設定します。 |
sandboxType | サンドボックス内での実行モードを返します(読み取り専用) |
streamingAssetsPath | The path to the StreamingAssets folder (Read Only). |
systemLanguage | 言語はユーザーのオペレーティングシステムで実行されているものです。 |
targetFrameRate | Instructs the game to try to render at a specified frame rate. |
temporaryCachePath | 一時的なデータ、キャッシュのディレクトリパスを返します(読み取り専用) |
unityVersion | Unity のバージョンを返す。 |
version | アプリケーションのバージョン番号を返します(読み取り専用) |
CanStreamedLevelBeLoaded | ストリーム用のレベルが読み込めるかどうか |
GetBuildTags | Returns an array of feature tags in use for this build. |
GetStackTraceLogType | スタックトレースのロギングのオプションを取得します。デフォルト値は StackTraceLogType.ScriptOnly です。 |
HasProLicense | Pro ライセンスでアクティベートされているかどうか |
HasUserAuthorization | Web Player で Web カメラやマイクの許可を行っているかを確認します。 |
IsPlaying | Returns true if the given object is part of the playing world either in any kind of built Player or in Play Mode. |
OpenURL | Opens the URL specified, subject to the permissions and limitations of your app’s current platform and environment. This is handled in different ways depending on the nature of the URL, and with different security restrictions, depending on the runtime platform. |
Quit | アプリケーションを終了します。 |
RequestAdvertisingIdentifierAsync | Request advertising ID for iOS and Windows Store. |
RequestUserAuthorization | Request authorization to use the webcam or microphone on iOS. |
SetBuildTags | Set an array of feature tags for this build. |
SetStackTraceLogType | スタックトレースのロギングのオプションを設定します。デフォルト値は StackTraceLogType.ScriptOnly です。 |
Unload | Unloads the Unity Player. |
deepLinkActivated | This event is raised when an application running on Android, iOS, or the Universal Windows Platform (UWP) is activated using a deep link URL. |
focusChanged | Defines the delegate to use to register for events in which the focus gained or lost. |
logMessageReceived | ログメッセージが発行されたときに受信するためのイベントハンドラー |
logMessageReceivedThreaded | ログメッセージが発行されたときに受信するためのイベントハンドラー |
lowMemory | This event occurs when your app receives a low-memory notification from the device it is running on. This only occurs when your app is running in the foreground. You can release non-critical assets from memory (such as, textures or audio clips) in response to this in order to avoid the app being terminated. You can also load smaller versions of such assets. Furthermore, you should serialize any transient data to permanent storage to avoid data loss if the app is terminated.This event is supported on iOS, Android, and Universal Windows Platform (UWP).This event corresponds to the following callbacks on the different platforms:iOS: [UIApplicationDelegate applicationDidReceiveMemoryWarning]Android: onLowMemory() and onTrimMemory(level == TRIM_MEMORY_RUNNING_CRITICAL)UWP: MemoryManager.AppMemoryUsageIncreased (AppMemoryUsageLevel == OverLimit)Note: For UWP, this event will not occur on Desktop and only works on memory constrained devices, such as HoloLens and Xbox One. The OverLimit threshold specified by the OS in this case is so high it is not reasonably possible to reach it and trigger the event.Here is an example of handling the callback: |
onBeforeRender | Delegate method used to register for "Just Before Render" input updates for VR devices. |
quitting | Unity raises this event when the player application is qutting. |
unloading | Unity raises this event when Player is unloading. |
wantsToQuit | Unity raises this event when the player application wants to quit. |
AdvertisingIdentifierCallback | Advertising ID をフェッチするためのデリゲートメソッド |
LogCallback | ログとして保存されるものをモニタリングするために Application.logMessageReceived や Application.logMessageReceivedThreaded で使用されるデリゲートです。 |
LowMemoryCallback | This is the delegate function when a mobile device notifies of low memory. |
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