Use Player settings to define how Unity builds and displays your final application.
Property | Description |
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accelerometerFrequency | Accelerometer update frequency. |
actionOnDotNetUnhandledException | Sets the crash behavior on .NET unhandled exception. |
advancedLicense | Is the advanced version being used? |
allowedAutorotateToLandscapeLeft | Is auto-rotation to landscape left supported? |
allowedAutorotateToLandscapeRight | Is auto-rotation to landscape right supported? |
allowedAutorotateToPortrait | Is auto-rotation to portrait supported? |
allowedAutorotateToPortraitUpsideDown | Is auto-rotation to portrait upside-down supported? |
allowFullscreenSwitch | If enabled, allows the user to switch between full screen and windowed mode using OS specific keyboard short cuts. |
allowHDRDisplaySupport | Prepare the application to encode images for an HDR display. |
allowUnsafeCode | Allow unsafe C# code to be compiled for predefined assemblies. |
aotOptions | Additional AOT compilation options. Shared by AOT platforms. |
applicationIdentifier | The application identifier for the currently selected build target. |
audioSpatialExperience | Determines if the Unity app's final mixed audio stream is spatialized. |
bakeCollisionMeshes | Pre bake collision meshes on player build. |
bundleVersion | Application bundle version shared between iOS & Android platforms. |
colorSpace | Set the rendering color space for the current project. |
companyName | The name of your company. |
cursorHotspot | Default cursor's click position in pixels from the top left corner of the cursor image. |
dedicatedServerOptimizations | Performs additional optimizations on Dedicated Server builds. |
defaultCursor | The default cursor for your application. |
defaultInterfaceOrientation | Default screen orientation for mobiles. |
defaultScreenHeight | Default vertical dimension of stand-alone player window. |
defaultScreenWidth | Default horizontal dimension of stand-alone player window. |
defaultWebScreenHeight | Default vertical dimension of web player window. |
defaultWebScreenWidth | Default horizontal dimension of web player window. |
enable360StereoCapture | Enable 360 Stereo Capture support on the current build target. |
enableCrashReportAPI | Enables CrashReport API. |
enableFrameTimingStats | Enable frame timing statistics. |
enableInternalProfiler | Enables internal profiler. |
enableMetalAPIValidation | Enables Metal API validation in the Editor. |
enableOpenGLProfilerGPURecorders | Enable ProfilerRecorder usage to record GPU timings when rendering with OpenGL. |
forceSingleInstance | Restrict standalone players to a single concurrent running instance. |
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 | Enable GPU skinning on capable platforms. |
graphicsJobMode | Selects the graphics job mode to use on platforms that support both Native and Legacy graphics jobs. |
graphicsJobs | Enable graphics jobs (multi threaded rendering). |
hdrBitDepth | The number of bits in each color channel for swap chain buffers. |
insecureHttpOption | Determines if plain text HTTP connections are allowed. |
keyaliasPass | The password to access the key alias used to sign an Android application. |
keystorePass | Password used for interacting with the Android Keystore. |
legacyClampBlendShapeWeights | Defines whether the BlendShape weight range in SkinnedMeshRenderers is clamped. |
logObjCUncaughtExceptions | Are ObjC uncaught exceptions logged? |
macRetinaSupport | Enable Retina support for macOS. |
mipStripping | Enable mip stripping for all platforms. |
MTRendering | Is multi-threaded rendering enabled? |
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 | The name of your product. |
resetResolutionOnWindowResize | Indicates whether to reset the application's screen resolution when the native window size changes. |
resizableWindow | Use resizable window in standalone player builds. |
runInBackground | If enabled, your game will continue to run after lost focus. |
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 | Remove unused Engine code from your build (IL2CPP-only). |
stripUnusedMeshComponents | Should unused Mesh components be excluded from game build? |
suppressCommonWarnings | Suppresses common C# warnings. |
tvOSBundleVersion | Application bundle version for the TVOS platform. |
use32BitDisplayBuffer | 32-bit Display Buffer is used. |
useAnimatedAutorotation | Let the OS autorotate the screen as the device orientation changes. |
useFlipModelSwapchain | Use DXGI flip model swap chain for D3D11. |
useHDRDisplay | Switch the main display to HDR mode (if available). |
useMacAppStoreValidation | Enable receipt validation for the Mac App Store. |
usePlayerLog | Write a log file with debugging information. |
virtualRealitySplashScreen | Virtual Reality specific splash screen. |
visibleInBackground | On Windows, shows the application in the background if the Fullscreen Windowed mode is used. |
visionOSBundleVersion | Application bundle version for the VisionOS platform. |
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. |
Method | Description |
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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 | Get graphics APIs to be used on a build platform. |
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 | Returns a list of icon sizes for the specified platform. |
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 | Is a build platform using automatic graphics API choice? |
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 | Should a build platform use automatic graphics API choice. |
SetVirtualTexturingSupportEnabled | Enable virtual texturing. |
Property | Description |
---|---|
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
Method | Description |
---|---|
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Method | Description |
---|---|
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 | Returns the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
Operator | Description |
---|---|
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. |