Version: 5.4
public static void SetQualityLevel (int index, bool applyExpensiveChanges= true);

パラメーター

index 設定するクオリティインデックス
applyExpensiveChanges true の場合、アンチエイリアス処理など処理時間がか

説明

クオリティーレベルを設定する。

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void OnGUI() { string[] names = QualitySettings.names; GUILayout.BeginVertical(); int i = 0; while (i < names.Length) { if (GUILayout.Button(names[i])) QualitySettings.SetQualityLevel(i, true); i++; } GUILayout.EndVertical(); } }

Note that changing the quality level can be an expensive operation if the new level has different anti-aliasing setting. It's fine to change the level when applying in-game quality options, but if you want to dynamically adjustquality level at runtime, pass false to applyExpensiveChanges so that expensive changes are not always applied.

When building a player quality levels that are not used for that platform are stripped. You should not expect a given quality setting to be at a given index. It's best to query the available quality settings and use the returned index.

See Also: GetQualityLevel.