Provides access to application runtime data.
This class contains static methods for looking up information about and controlling the runtime data.
absoluteURL | The URL of the document. For WebGL, this is 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 | Returns application company name (Read Only). |
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). |
exitCancellationToken | Cancellation token raised on exiting Play mode (Editor) or on quitting the application (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 the application identifier at runtime. |
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 | Returns the type of internet reachability currently possible on the device. |
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 | Whether the game is running inside the Unity Editor (Read Only). |
isFocused | Whether the Player currently has focus (Read-only). |
isMobilePlatform | Identifies whether the current Runtime platform is a known mobile platform. |
isPlaying | Returns true when called in any kind of built Player, or when called in the Editor in Play Mode (Read Only). |
persistentDataPath | Contains the path to a persistent data directory (Read-only). |
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 | Determines whether the Player should run when the application is in the background |
sandboxType | Returns application running in a sandbox environment (Read-only). |
streamingAssetsPath | The path to the StreamingAssets folder (Read Only). |
systemLanguage | The language in which the user's operating system is running in. |
targetFrameRate | Specifies the target frame rate at which Unity tries to render your game. |
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 | Returns application version number (Read Only). |
CanStreamedLevelBeLoaded | Checks if the streamed level can be loaded. |
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 | Check if the user has authorized use of the webcam or microphone on iOS and WebGL. |
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. |
Quit | アプリケーションを終了します。 |
RequestAdvertisingIdentifierAsync | Request an advertising ID for iOS and UWP. |
RequestUserAuthorization | Request authorization to use the webcam or microphone on iOS and WebGL. |
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 | The Application._lowMemory event occurs when your application receives a low-memory notification from the device it is running on. |
memoryUsageChanged | Informs about significant changes in the application's memory usage. |
onBeforeRender | A delegate method used to register for Just Before Render input updates for VR devices. |
quitting | Unity raises this event when the Player application is quitting. |
unloading | Unity raises this event when the 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. |
MemoryUsageChangedCallback | A delegate for the Application.memoryUsageChanged vent. |
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