class in UnityEngine
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Inherits from:Object
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Implemented in:UnityEngine.CoreModule
Switch to ManualScript interface for Quality Settings.
There can be an arbitrary number of quality settings. The details of each are set up in the project's Quality Settings. At run time, the current quality level can be changed using this class.
activeColorSpace | Active color space (Read Only). |
anisotropicFiltering | Global anisotropic filtering mode. |
antiAliasing | Set The AA Filtering option. |
asyncUploadBufferSize | Async texture upload provides timesliced async texture 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 data a ringbuffer whose size can be controlled is re-used.Use asyncUploadBufferSize to set the buffer size for asynchronous texture uploads. The size is in megabytes. Minimum value is 2 and maximum is 512. Although the buffer will resize automatically to fit the largest texture currently loading, it is recommended to set the value approximately to the size of biggest texture used in the scene to avoid re-sizing of the buffer which can incur performance cost. |
asyncUploadTimeSlice | Async texture upload provides timesliced async texture 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 data a ringbuffer whose size can be controlled is re-used.Use asyncUploadTimeSlice to set the time-slice in milliseconds for asynchronous texture uploads per frame. Minimum value is 1 and maximum is 33. |
billboardsFaceCameraPosition | If enabled, billboards will face towards camera position rather than camera orientation. |
blendWeights | Blend weights. |
desiredColorSpace | Desired color space (Read Only). |
lodBias | Global multiplier for the LOD's switching distance. |
masterTextureLimit | A texture size limit applied to all textures. |
maximumLODLevel | A maximum LOD level. All LOD groups. |
maxQueuedFrames | Maximum number of frames queued up by graphics driver. |
names | The indexed list of available Quality Settings. |
particleRaycastBudget | Budget for how many ray casts can be performed per frame for approximate collision testing. |
pixelLightCount | The maximum number of pixel lights that should affect any object. |
realtimeReflectionProbes | Enables realtime reflection probes. |
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 | The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero. |
shadowCascade4Split | The normalized cascade start position for a 4 cascade setup. Each member of the vector defines the normalized position of the coresponding cascade with respect to Zero. |
shadowCascades | Number of cascades to use for directional light shadows. |
shadowDistance | Shadow drawing distance. |
shadowmaskMode | The rendering mode of Shadowmask. |
shadowNearPlaneOffset | Offset shadow frustum near plane. |
shadowProjection | Directional light shadow projection. |
shadowResolution | The default resolution of the shadow maps. |
shadows | Realtime Shadows type to be used. |
softParticles | Should soft blending be used for particles? |
softVegetation | Use a two-pass shader for the vegetation in the terrain engine. |
vSyncCount | The VSync Count. |
DecreaseLevel | Decrease the current quality level. |
GetQualityLevel | Returns the current graphics quality level. |
IncreaseLevel | Increase the current quality level. |
SetQualityLevel | Sets a new graphics quality level. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the GameObject. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
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