Version: 2021.3
LanguageEnglish
  • C#

QualitySettings

class in UnityEngine

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Inherits from:Object

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Implemented in:UnityEngine.CoreModule

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Description

This represents the script interface for Quality Settings.

Use the QualitySettings class to change the current quality level at runtime. You can check the details of quality settings in your project's Quality Settings.

Static Properties

Property Description
activeColorSpaceActive color space (Read Only).
anisotropicFilteringGlobal anisotropic filtering mode.
antiAliasingChoose the level of Multi-Sample Anti-aliasing (MSAA) that the GPU performs.
asyncUploadBufferSizeSets the ring buffer size used for asynchronous texture and mesh data uploads.
asyncUploadPersistentBufferThis flag determines whether Unity retains the ring buffer allocation used for asynchronous texture and mesh uploads after all upload operations have completed.
asyncUploadTimeSliceSets the time-slice allocated per frame for asynchronous texture and mesh data uploads.
billboardsFaceCameraPositionIf enabled, billboards will face towards camera position rather than camera orientation.
desiredColorSpaceDesired color space (Read Only).
lodBiasGlobal multiplier for the LOD's switching distance.
masterTextureLimitA texture size limit applied to most textures. Indicates how many mipmaps should be dropped. The default value is zero.
maximumLODLevelA maximum LOD level. All LOD groups.
maxQueuedFramesMaximum number of frames queued up by graphics driver.
namesThe indexed list of available Quality Settings.
particleRaycastBudgetBudget for how many ray casts can be performed per frame for approximate collision testing.
pixelLightCountThe maximum number of pixel lights that should affect any object.
realtimeGICPUUsageHow much CPU usage to assign to the final lighting calculations at runtime.
realtimeReflectionProbesEnables or disables real-time reflection probes.
renderPipelineThe RenderPipelineAsset that defines the override render pipeline for the current quality level.
resolutionScalingFixedDPIFactorIn 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.
shadowCascade2SplitThe normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero.
shadowCascade4SplitThe 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.
shadowCascadesNumber of cascades to use for directional light shadows.
shadowDistanceShadow drawing distance.
shadowmaskModeThe rendering mode of Shadowmask.
shadowNearPlaneOffsetOffset shadow frustum near plane.
shadowProjectionDirectional light shadow projection.
shadowResolutionThe default resolution of the shadow maps.
shadowsReal-time Shadows type to be used.
skinWeightsThe maximum number of bones per vertex that are taken into account during skinning, for all meshes in the project.
softParticlesShould soft blending be used for particles?
softVegetationUse a two-pass shader for the vegetation in the terrain engine.
streamingMipmapsActiveEnable automatic streaming of texture mipmap levels based on their distance from all active cameras.
streamingMipmapsAddAllCamerasProcess all enabled Cameras for texture streaming (rather than just those with StreamingController components).
streamingMipmapsMaxFileIORequestsThe maximum number of active texture file IO requests from the texture streaming system.
streamingMipmapsMaxLevelReductionThe maximum number of mipmap levels to discard for each texture.
streamingMipmapsMemoryBudgetThe total amount of memory (in megabytes) to be used by streaming and non-streaming textures.
streamingMipmapsRenderersPerFrameThe number of renderer instances that are processed each frame when calculating which texture mipmap levels should be streamed.
vSyncCountRepresents the number of vertical syncs that should pass between each frame.

Static Methods

Method Description
DecreaseLevelDecrease the current quality level.
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.
GetQualityLevelReturns the current graphics quality level.
GetQualitySettingsProvides a reference to the QualitySettings object.
GetRenderPipelineAssetAtProvides a reference to the RenderPipelineAsset that defines the override render pipeline for a given quality level.
IncreaseLevelIncrease the current quality level.
SetLODSettingsSets the lodBias and maximumLODLevel at the same time.
SetQualityLevelSets a new graphics quality level.

Inherited Members

Properties

PropertyDescription
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

MethodDescription
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

MethodDescription
DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

OperatorDescription
boolDoes 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.