画質設定のスクリプトインターフェース。
画質設定には任意の数値があります。それぞれの細かい設定は、プロジェクトの Quality Settings で設定されています。このクラスを利用して、実行時に現在設定されている画質レベルを変更することができます。
activeColorSpace | アクティブな色空間 (読み込みのみ可) |
anisotropicFiltering | グローバルでの異方性フィルタリングモードを設定する。 |
antiAliasing | Choose the level of Multi-Sample Anti-aliasing (MSAA) that the GPU performs. |
asyncUploadBufferSize | Asynchronous texture and mesh data upload provides timesliced async texture and mesh data upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture and mesh data, Unity re-uses a ringbuffer whose size can be controlled.Use asyncUploadBufferSize to set the buffer size for asynchronous texture and mesh data uploads. The minimum value is 2 megabytes and the maximum value is 2047 megabytes. The buffer resizes automatically to fit the largest texture currently loading. To avoid a buffer resize (which can use extra system resources) set this value to the size of the largest texture in the Scene. If you have issues with excessive memory usage, you may need to reduce the value of this buffer or disable asyncUploadPersistentBuffer. Memory fragmentation can occur if you choose the latter option. |
asyncUploadPersistentBuffer | This flag controls if the async upload pipeline's ring buffer remains allocated when there are no active loading operations. Set this to true, to make the ring buffer allocation persist after all upload operations have completed. If you have issues with excessive memory usage, you can set this to false. This means you reduce the runtime memory footprint, but memory fragmentation can occur. The default value is true. |
asyncUploadTimeSlice | 非同期テクスチャアップロードを使用すると、タイムスライスした非同期テクスチャをメモリーとタイムスライスを制御しながら、レンダースレッド上にアップロードできる。ドライバが行うメモリアロケーション以外、アロケーションはない。データを読み込んでテクスチャデータをアップロードするために、サイズ制御可能なリングバッファが再使用される。Use asyncUploadTimeSlice to set the time-slice in milliseconds for asynchronous texture uploads per frame. Minimum value is 1 and maximum is 33. |
billboardsFaceCameraPosition | 有効にすると、ビルボードはカメラの向いている方向でなく、カメラ位置に正面を向ける。 |
count | The number of Quality Levels. |
desiredColorSpace | 期待される色空間 (読み込みのみ可) |
enableLODCrossFade | Enables or disables LOD Cross Fade. |
globalTextureMipmapLimit | Indicates how many of the highest-resolution mips of each texture Unity does not upload at the given quality level. To set more specific mipmap limits, you can flag textures to ignore mipmap limits or assign them to mipmap limit groups. |
lodBias | LOD を切り替える距離のグローバル乗数。 |
maximumLODLevel | LOD の最大レベルを設定する。すべての LOD グループに適用される。 |
maxQueuedFrames | グラフィックスドライバによってキューに入れられるフレームの最大数を設定する。 |
names | 現在利用できる、クオリティー名のリストを取得する。 |
particleRaycastBudget | 衝突テストのためにフレームごとに使用できるレイキャストの最大数 |
pixelLightCount | オブジェクトに影響を与える、ピクセルライトの最大数を設定する。 |
realtimeGICPUUsage | How much CPU usage to assign to the final lighting calculations at runtime. |
realtimeReflectionProbes | Enables real-time reflection probes. |
renderPipeline | The RenderPipelineAsset that defines the override render pipeline for the current quality level. |
resolutionScalingFixedDPIFactor | In resolution scaling mode, this factor is used to multiply with the target Fixed DPI specified to get the actual Fixed DPI to use for this quality setting. |
shadowCascade2Split | 法線に沿ったカスケードの 2 分割設定。0 を基準として、その値によりカスケードの位置が決定される。 |
shadowCascade4Split | 法線に沿ったカスケードの 4 分割設定。ベクトルの各メンバーが 0 を基準として、関連するカスケードの法線に基づいた位置を決定する。 |
shadowCascades | Directional Light に使用するカスケードの数を設定する。 |
shadowDistance | 影の描画距離を設定する。 |
shadowmaskMode | The rendering mode of Shadowmask. |
shadowNearPlaneOffset | シャドウの錐台のニアクリップ面をオフセットします。 |
shadowProjection | Directional Light の影の投影を設定する。 |
shadowResolution | シャドウマップのデフォルト解像度 |
shadows | Real-time Shadows type to be used. |
skinWeights | The maximum number of bones per vertex that are taken into account during skinning, for all meshes in the project. |
softParticles | ソフトブレンドをパーティクルに使用するかどうか。 |
softVegetation | 地形エンジンにおける、草木などに 2 つのシェーダーを使うかを設定する。 |
streamingMipmapsActive | Enable automatic streaming of texture mipmap levels based on their distance from all active cameras. |
streamingMipmapsAddAllCameras | Process all enabled Cameras for texture streaming (rather than just those with StreamingController components). |
streamingMipmapsMaxFileIORequests | The maximum number of active texture file IO requests from the texture streaming system. |
streamingMipmapsMaxLevelReduction | The maximum number of mipmap levels to discard for each texture. |
streamingMipmapsMemoryBudget | The total amount of memory (in megabytes) to be used by streaming and non-streaming textures. |
streamingMipmapsRenderersPerFrame | The number of renderer instances that are processed each frame when calculating which texture mipmap levels should be streamed. |
terrainBasemapDistance | Value set to Terrain.basemapDistance if TerrainQualityOverrides.BasemapDistance is set in terrainQualityOverrides. |
terrainBillboardStart | Value set to Terrain.treeBillboardDistance if TerrainQualityOverrides.BillboardStart is set in terrainQualityOverrides. |
terrainDetailDensityScale | Value set to Terrain.detailObjectDensity if TerrainQualityOverrides.DetailDensity is set in terrainQualityOverrides. |
terrainDetailDistance | Value set to Terrain.detailObjectDistance if TerrainQualityOverrides.DetailDistance is set in terrainQualityOverrides. |
terrainFadeLength | Value set to Terrain.treeCrossFadeLength if TerrainQualityOverrides.FadeLength is set in terrainQualityOverrides. |
terrainMaxTrees | Value set to Terrain.treeMaximumFullLODCount if TerrainQualityOverrides.MaxTrees is set in terrainQualityOverrides. |
terrainPixelError | Value set to Terrain.heightmapPixelError if TerrainQualityOverrides.PixelError is set in terrainQualityOverrides. |
terrainQualityOverrides | Controls which fields should have their values overriden in active Terrains. |
terrainTreeDistance | Value set to Terrain.treeDistance if TerrainQualityOverrides.TreeDistance is set in terrainQualityOverrides. |
useLegacyDetailDistribution | Use the legacy pre-2022.2 algorithm for distributing details on terrain. |
vSyncCount | The number of vertical syncs that should pass between each frame. |
DecreaseLevel | 現在のクオリティーレベルを下げる。 |
GetActiveQualityLevelsForPlatform | [Editor Only] Obtains an array with the Quality Level indexes that are selected for the given platform. |
GetActiveQualityLevelsForPlatformCount | [Editor Only] Obtains the number of Quality Levels that are selected for a given platform. |
GetAllRenderPipelineAssetsForPlatform | [Editor Only]Fills the given list with all the Render Pipeline Assets on any Quality Level for the given platform. Without filtering by Render Pipeline Asset type or null. |
GetQualityLevel | 現在のクオリティーレベルを取得する。 |
GetQualitySettings | Provides a reference to the QualitySettings object. |
GetRenderPipelineAssetAt | Provides a reference to the RenderPipelineAsset that defines the override render pipeline for a given quality level. |
GetRenderPipelineAssetsForPlatform | [Editor Only] Obtains a set with the non null Render Pipeline Assets selected on all the Quality Levels for the given platform. |
GetTextureMipmapLimitSettings | Retrieves a copy of the TextureMipmapLimitSettings from a texture mipmap limit group. |
IncreaseLevel | 現在のクオリティーレベルを上げる。 |
IsPlatformIncluded | [Editor Only] Returns if the given platform is included by the Quality Level. |
SetLODSettings | Sets the lodBias and maximumLODLevel at the same time. |
SetQualityLevel | クオリティーレベルを設定する。 |
SetTextureMipmapLimitSettings | Applies new TextureMipmapLimitSettings to the indicated texture mipmap limit group. |
TryExcludePlatformAt | [Editor Only] Excludes a platfor for the given Quality Level. |
TryIncludePlatformAt | [Editor Only] Includes a platform to be supported by the Quality Level. |
activeQualityLevelChanged | Delegate that you can use to invoke custom code when Unity changes the current Quality Level. |
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。 |