PlayerSettings では Unity で最終的にビルドするゲームについてのさまざまなパラメータを定義します。ここで設定する値のいくつかはスタンドアロンゲーム実行時の解像度ダイアログに使用されます。
accelerometerFrequency | 加速度計の更新頻度 |
actionOnDotNetUnhandledException | .NET の UnhandledException によるクラッシュ時の挙動を設定します。 |
advancedLicense | アドバンスバージョンを使用しているか。 |
allowedAutorotateToLandscapeLeft | 画面の左側を上とした横向きへの自動回転をサポートするか。 |
allowedAutorotateToLandscapeRight | 画面の右側を上とした横向きへの自動回転をサポートするか。 |
allowedAutorotateToPortrait | 縦向きへの自動回転をサポートするか。 |
allowedAutorotateToPortraitUpsideDown | 上下逆の縦向きへの自動回転をサポートするか。 |
allowFullscreenSwitch | 有効にすると、ユーザーが OS 固有のキーボードショートカットを使用してフルスクリーンとウィンドウモードを切り替えられるようになります。 |
allowUnsafeCode | Allow unsafe C# code to be compiled for predefined assemblies. |
aotOptions | 追加の AOT コンパイルオプションです。 AOT プラットフォームで共有されます。 |
applicationIdentifier | The application identifier for the currently selected build target. |
bakeCollisionMeshes | プレイヤービルドのコリジョンメッシュを事前にベイクします。 |
bundleVersion | iOS と Android プラットフォームで共有される、アプリケーションのバンドルバージョン |
captureSingleScreen | フルスクリーンのゲームでセカンダリディスプレイを暗くするか定義します。 |
colorSpace | 現在のプロジェクトのレンダリングカラースペースを設定してください。 |
companyName | 会社名 |
cursorHotspot | Default cursor's click position in pixels from the top left corner of the cursor image. |
defaultCursor | The default cursor for your application. |
defaultInterfaceOrientation | モバイルでのスクリーン方向の初期設定 |
defaultScreenHeight | スタンドアロンプレイヤーウィンドウのデフォルト縦向きサイズ |
defaultScreenWidth | スタンドアロンプレイヤーウィンドウのデフォルト横向きサイズ |
defaultWebScreenHeight | Web プレイヤーウィンドウのデフォルト縦向きサイズ |
defaultWebScreenWidth | Web プレイヤーウィンドウのデフォルト横向きサイズ |
enable360StereoCapture | Enable 360 Stereo Capture support on the current build target. |
enableCrashReportAPI | CrashReport API を有効にします。 |
enableFrameTimingStats | Enable frame timing statistics. |
enableInternalProfiler | 内部プロファイラーを有効にします。 |
enableMetalAPIValidation | Enables Metal API validation in the Editor. |
enableOpenGLProfilerGPURecorders | Enable ProfilerRecorder usage to record GPU timings when rendering with OpenGL. |
forceSingleInstance | スタンドアロンプレーヤーが1つ以上は立ち上がらないように制限します。 |
fullScreenMode | Platform agnostic setting to define fullscreen behavior. Not all platforms support all modes. |
gcIncremental | Allows you to enable or disable incremental mode for garbage collection. |
gpuSkinning | 使用できるプラットフォーム上で、 GPU スキニングを有効にします。 |
graphicsJobMode | Selects the graphics job mode to use on platforms that support both Native and Legacy graphics jobs. |
graphicsJobs | グラフィックスジョブ(マルチスレッドレンダリング)を有効にします。 |
hdrBitDepth | The number of bits in each color channel for swap chain buffers. |
insecureHttpOption | Determines if plain text HTTP connections are allowed. |
keyaliasPass | Android アプリケーションを署名するのに使用される鍵のパスワード |
keystorePass | Android Keystore と相互干渉するパスワード |
legacyClampBlendShapeWeights | Defines whether the BlendShape weight range in SkinnedMeshRenderers is clamped. |
logObjCUncaughtExceptions | ObjC の UncaughtException をログ出力するか。 |
macRetinaSupport | Enable Retina support for macOS. |
mipStripping | Enable mip stripping for all platforms. |
MTRendering | マルチスレッドレンダリングを有効にするか。 |
muteOtherAudioSources | Stops or allows audio from other applications to play in the background while your Unity application is running. |
openGLRequireES31 | Specifies whether the application requires OpenGL ES 3.1 support. |
openGLRequireES31AEP | Specifies whether the application requires OpenGL ES 3.1 AEP support. |
openGLRequireES32 | Specifies whether the application requires OpenGL ES 3.2 support. |
preserveFramebufferAlpha | When enabled, preserves the alpha value in the framebuffer to support rendering over native UI on Android. |
productName | 商品名 |
resetResolutionOnWindowResize | Indicates whether to reset the application's screen resolution when the native window size changes. |
resizableWindow | スタンドアロンプレイヤービルドでウィンドウのサイズ変更を可能にします。 |
runInBackground | 有効にすると、ゲームはフォーカスが外れても実行を続けます。 |
spriteBatchVertexThreshold | Specifies the max vertex limit for Sprite batching. |
statusBarHidden | Returns if status bar should be hidden. Supported on iOS only; on Android, the status bar is always hidden. |
stereoRenderingPath | Active stereo rendering path |
strictShaderVariantMatching | Enable strict shader variant matching in the player. |
stripEngineCode | ビルドから使用されていないエンジンコードを削除します(IL2CPP のみ)。 |
stripUnusedMeshComponents | 使用されていない Mesh コンポーネントをゲームビルドから削除するか。 |
suppressCommonWarnings | Suppresses common C# warnings. |
use32BitDisplayBuffer | 32 ビット Display Buffer を使用します。 |
useAnimatedAutorotation | デバイスの向きの変更に合わせて OS がスクリーンを自動回転させます。 |
useFlipModelSwapchain | Use DXGI flip model swap chain for D3D11. |
useHDRDisplay | Switch display to HDR mode (if available). |
useMacAppStoreValidation | Mac の Apple Store 用にバリデーションの受領を有効にする。 |
usePlayerLog | デバッグ情報とともにログファイルを記述します。 |
virtualRealitySplashScreen | Virtual Reality 特有のスプラッシュスクリーン |
visibleInBackground | On Windows, shows the application in the background if the Fullscreen Windowed mode is used. |
vulkanEnableLateAcquireNextImage | Delays acquiring the swapchain image until after the frame is rendered. |
vulkanEnablePreTransform | Applies the display rotation during rendering. |
vulkanEnableSetSRGBWrite | Enables Graphics.SetSRGBWrite() on Vulkan renderer. |
vulkanNumSwapchainBuffers | Set number of swapchain buffers to be used with Vulkan renderer |
windowsGamepadBackendHint | Specifies the desired Windows API to be used for input. |
GetAdditionalCompilerArguments | Gets an array of additional compiler arguments set for a specific NamedBuildTarget. |
GetAdditionalCompilerArgumentsForGroup | BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetAdditionalCompilerArguments instead. |
GetAdditionalIl2CppArgs | Obtain the additional arguments passed to the IL2CPP compiler during the player build process. |
GetApiCompatibilityLevel | Gets .NET API compatibility level for specified build target. |
GetApplicationIdentifier | Get the application identifier for the specified platform. |
GetArchitecture | Gets the architecture for the given build target. |
GetDefaultScriptingBackend | Returns the default ScriptingImplementation for the build target you select. |
GetDefaultShaderChunkCount | Gets the default limit on the number of shader variant chunks Unity loads and keeps in memory. |
GetDefaultShaderChunkSizeInMB | Gets the default size for compressed shader variant chunks. |
GetGraphicsAPIs | ビルドプラットフォームで使用されるグラフィックス API を取得します。 |
GetIcons | Returns the list of assigned icons for the specified build target. |
GetIconsForTargetGroup | BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetIcons instead. |
GetIconSizes | 指定したプラットフォーム用のアイコンサイズのリストを取得します |
GetIconSizesForTargetGroup | BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetIconSizes instead. |
GetIl2CppCodeGeneration | Gets the value of code generation option for IL2CPP. |
GetIl2CppCompilerConfiguration | Gets compiler configuration used when compiling generated C++ code for the build target you specify. |
GetManagedStrippingLevel | Gets the managed code stripping level set for the build target you select |
GetMobileMTRendering | Check if multithreaded rendering option for mobile platform is enabled. |
GetNormalMapEncoding | Gets the NormalMapEncoding for the build target you select. |
GetOverrideShaderChunkSettingsForPlatform | If the value is true, settings for the buildTarget override the default settings. |
GetPlatformIcons | Gets the list of available icon slots for the specified build target and kind. |
GetPreloadedAssets | Returns the assets that will be loaded at start up in the player and be kept alive until the player terminates. |
GetScriptingBackend | Gets the scripting framework for the build target you select. |
GetScriptingDefineSymbols | Gets the user-specified symbols for script compilation for the build target you select. |
GetScriptingDefineSymbolsForGroup | BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetScriptingDefineSymbols instead. |
GetShaderChunkCountForPlatform | Gets the default limit on the number of shader variant chunks Unity loads and keeps in memory for the build target. |
GetShaderChunkSizeInMBForPlatform | Gets the default size for compressed shader variant chunks for the build target. |
GetShaderPrecisionModel | Gets the active shader precision model. |
GetStackTraceLogType | Gets stack trace logging options. |
GetSupportedIconKinds | Retrieves all icon kinds that the specified build target supports |
GetSupportedIconKindsForPlatform | BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetSupportedIconKinds instead. |
GetTemplateCustomValue | Returns a value of a custom template variable. |
GetUseDefaultGraphicsAPIs | ビルドプラットフォームが自動グラフィック API 選択を使用するか |
GetVirtualTexturingSupportEnabled | Is virtual texturing enabled. |
SetAdditionalCompilerArguments | Sets additional compiler arguments for a build target. |
SetAdditionalCompilerArgumentsForGroup | BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.SetAdditionalCompilerArguments instead. |
SetAdditionalIl2CppArgs | Set additional arguments passed to the IL2CPP compiler during the build process. |
SetApiCompatibilityLevel | Sets .NET API compatibility level for specified build target. |
SetApplicationIdentifier | Set the application identifier for the specified platform. |
SetArchitecture | Sets the architecture for the given build target. |
SetDefaultShaderChunkCount | Sets the default limit on the number of shader variant chunks Unity loads and keeps in memory. |
SetDefaultShaderChunkSizeInMB | Sets the default size for compressed shader variant chunks. |
SetGraphicsAPIs | Sets the graphics APIs used on a build platform. |
SetIcons | Assigns a list of icons for the specified platform. |
SetIconsForTargetGroup | BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.SetIcons instead. |
SetIl2CppCodeGeneration | Sets the code generation option for IL2CPP for the specified build target. |
SetIl2CppCompilerConfiguration | Sets compiler configuration used when compiling generated C++ code for a particular build target. |
SetManagedStrippingLevel | Sets the managed code stripping level for specified build target. |
SetMobileMTRendering | Enable or disable multithreaded rendering option for mobile platform. |
SetNormalMapEncoding | Sets the normal map encoding for the given build target. |
SetOverrideShaderChunkSettingsForPlatform | Enable this to override the default shader variant chunk settings. |
SetPlatformIcons | Assign a list of icons for the specified platform and icon kind. |
SetPreloadedAssets | Assigns the assets that will be loaded at start up in the player and be kept alive until the player terminates. |
SetScriptingBackend | Sets the scripting framework for a given build target. |
SetScriptingDefineSymbols | Set user-specified symbols for script compilation for the given build target. |
SetScriptingDefineSymbolsForGroup | BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.SetScriptingDefineSymbols instead. |
SetShaderChunkCountForPlatform | Sets the default limit on the number of shader variant chunks Unity loads and keeps in memory on the build target. |
SetShaderChunkSizeInMBForPlatform | Sets the default size for compressed shader variant chunks on the build target. |
SetShaderPrecisionModel | Sets the shader precision model. |
SetStackTraceLogType | Set stack trace logging options. Note: calling this function will implicitly call Application.SetStackTraceLogType. |
SetTemplateCustomValue | Sets a value of a custom template variable. |
SetUseDefaultGraphicsAPIs | ビルドプラットフォームが自動グラフィック API 選択を使用するか。 |
SetVirtualTexturingSupportEnabled | Enable virtual texturing. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectOfType | タイプ type から最初に見つけたアクティブのオブジェクトを返します |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | original のオブジェクトをクローンします |
bool | オブジェクトが存在するかどうか |
operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します |
operator == | 2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。 |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.