Version: 2022.1
언어: 한국어


class in UnityEngine

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Access to application run-time data.

This class contains static methods for looking up information about and controlling the run-time data.

정적 변수

absoluteURLThe 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).
backgroundLoadingPriorityPriority of background loading thread.
buildGUIDReturns a GUID for this build (Read Only).
cloudProjectIdA unique cloud project identifier. It is unique for every project (Read Only).
companyNameReturn application company name (Read Only).
consoleLogPathReturns the path to the console log file, or an empty string if the current platform does not support log files.
dataPathContains the path to the game data folder on the target device (Read Only).
genuineReturns false if application is altered in any way after it was built.
genuineCheckAvailableReturns true if application integrity can be confirmed.
identifierReturns the 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. On Universal Windows platform it's the 'Identity Name' specified in the application manifest.
installerNameReturns the name of the store or package that installed the application (Read Only).
installModeReturns application install mode (Read Only).
internetReachabilityReturns the type of Internet reachability currently possible on the device.
isBatchModeReturns true when Unity is launched with the -batchmode flag from the command line (Read Only).
isConsolePlatformIs the current Runtime platform a known console platform.
isEditorAre we running inside the Unity editor? (Read Only)
isFocusedWhether the player currently has focus. Read-only.
isMobilePlatformIs the current Runtime platform a known mobile platform.
isPlayingReturns 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.
platformReturns the platform the game is running on (Read Only).
productNameReturns application product name (Read Only).
runInBackgroundShould the player be running when the application is in the background?
sandboxTypeReturns application running in sandbox (Read Only).
streamingAssetsPathThe path to the StreamingAssets folder (Read Only).
systemLanguageThe language the user's operating system is running in.
targetFrameRateSpecifies the frame rate at which Unity tries to render your game.
temporaryCachePathContains the path to a temporary data / cache directory (Read Only).
unityVersionThe version of the Unity runtime used to play the content.
versionReturns application version number (Read Only).

정적 함수

CanStreamedLevelBeLoadedCan the streamed level be loaded?
GetBuildTagsReturns an array of feature tags in use for this build.
GetStackTraceLogTypeGet stack trace logging options. The default value is StackTraceLogType.ScriptOnly.
HasProLicenseIs Unity activated with the Pro license?
HasUserAuthorizationCheck if the user has authorized use of the webcam or microphone in the Web Player.
IsPlayingReturns true if the given object is part of the playing world either in any kind of built Player or in Play Mode.
OpenURLOpens 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.
QuitQuits the player application.
RequestAdvertisingIdentifierAsyncRequest advertising ID for iOS and Windows Store.
RequestUserAuthorizationRequest authorization to use the webcam or microphone on iOS and WebGL.
SetBuildTagsSet an array of feature tags for this build.
SetStackTraceLogTypeSet stack trace logging options. The default value is StackTraceLogType.ScriptOnly.
UnloadUnloads the Unity Player.


deepLinkActivatedThis event is raised when an application running on Android, iOS, or the Universal Windows Platform (UWP) is activated using a deep link URL.
focusChangedDefines the delegate to use to register for events in which the focus gained or lost.
logMessageReceivedEvent that is fired if a log message is received.
logMessageReceivedThreadedEvent that is fired if a log message is received.
lowMemoryThis 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:
onBeforeRenderDelegate method used to register for "Just Before Render" input updates for VR devices.
quittingUnity raises this event when the player application is quitting.
unloadingUnity raises this event when Player is unloading.
wantsToQuitUnity raises this event when the player application wants to quit.


AdvertisingIdentifierCallbackDelegate method for fetching advertising ID.
LogCallbackUse this delegate type with Application.logMessageReceived or Application.logMessageReceivedThreaded to monitor what gets logged.
LowMemoryCallbackThis is the delegate function when a mobile device notifies of low memory.