Windowed
将应用程序设置为标准的非全屏可移动窗口,其大小取决于应用程序分辨率。在此模式中,默认情况下可以调整窗口大小。要禁用此功能,请禁用
Resizable Window
设置。
Default Is Native Resolution
启用此选项可使游戏使用目标机器上使用的默认分辨率。如果
Fullscreen Mode
设置为
Windowed_,此选项不可用。|
|
Default Screen Width
||设置游戏画面的默认宽度(以像素为单位)。仅在
Fullscreen Mode
设置为
Windowed_ 时,此选项才可用。
Default Screen Height
设置游戏画面的默认高度(以像素为单位)。仅在
Fullscreen Mode
设置为
Windowed
时,此选项才可用。
Mac Retina Support
启用此选项可在 Mac 上启用高 DPI (Retina) 屏幕支持。Unity 默认情况下启用此功能。此功能可增强 Retina 显示屏上的项目显示效果,但在激活状态下会有点耗费资源。
Run In background
Enable this option to have the game running in the background instead of pausing if the app loses focus.
Resizable Window
Enable this option to allow resizing of the desktop player window.
Note:
If you disable this option, your application can’t use the
Windowed
Fullscreen Mode
.
Visible in Background
如果已将
Fullscreen Mode
设置为 _Windowed_,启用此选项可在背景中显示应用程序(在 Windows 中)。
Allow Fullscreen Switch
启用此选项可允许通过默认操作系统全屏按键在全屏模式和窗口模式之间切换。
Force Single Instance
Enable this option to restrict desktop players to a single concurrent running instance.
Supported Aspect Ratios
启用希望游戏启动时出现在分辨率对话框中的每个宽高比(只要用户的显示屏支持这些宽高比设置)。
Color Space
Choose which color space Unity uses for rendering: Gamma or Linear. See the
Linear rendering overview
for an explanation of the difference between the two.
•
Gamma
: Gamma color space is typically used for calculating lighting on older hardware restricted to 8 bits per channel for the framebuffer format. Even though monitors today are digital, they might still take a gamma-encoded signal as input.
•
Linear
: Linear color space rendering gives more precise results. When you select to work in linear color space, the Editor defaults to using
sRGB
sampling. If your
Textures
are in linear color space, you need to work in linear color space and disable sRGB sampling for each Texture.
Auto Graphics API for Windows
Enable this option to use the best Graphics API on the Windows machine the game is running on. Disable it to add and remove supported Graphics APIs.
Auto Graphics API for Mac
Enable this option to use the best Graphics API on the Mac the game is running on. Disable it to add and remove supported Graphics APIs.
Auto Graphics API for Linux
Enable this option to use the best Graphics API on the Linux machine it runs on. Disable it to add and remove supported Graphics APIs.
Color Gamut for Mac
You can add or remove
color gamuts
for the Mac platform to use for rendering. Click the plus (+) icon to see a list of available gamuts. A color gamut defines a possible range of colors available for a given device (such as a monitor or screen). The sRGB gamut is the default (and required) gamut.
Metal API Validation
Enable this option when you need to debug Shader issues.
Note:
Validation increases CPU usage, so use it only for debugging.
Metal Write-Only Backbuffer
Allow improved performance in non-default device orientation. This sets the frameBufferOnly flag on the back buffer, which prevents readback from the back buffer but enables some driver optimization.
Memoryless Depth
Choose when to use
memoryless render textures
. Memoryless render textures are temporarily stored in the on-tile memory when rendered, not in CPU or GPU memory. This reduces memory usage of your app but you cannot read or write to these render textures.
Note:
Memoryless render textures are only supported on iOS, tvOS 10.0+ Metal and Vulkan. Render textures are read/write protected and stored in CPU or GPU memory on other platforms.
Unused
Never use memoryless framebuffer depth.
Forced
Always use memoryless framebuffer depth.
Automatic
Let Unity decide when to use memoryless framebuffer depth.
Static Batching
Enable this option to use Static batching.
Dynamic Batching
Enable this option to use
Dynamic Batching
on your build (enabled by default).
Note:
Dynamic batching has no effect when a
Scriptable Render Pipeline
is active, so this setting is only visible when nothing is set in the
Scriptable Render Pipeline Asset
Graphics
setting.
Compute Skinning
Enable this option to enable DX11/ES3 GPU compute skinning, freeing up CPU resources.
Graphics Jobs
Enable this option to instruct Unity to offload graphics tasks (render loops) to worker threads running on other CPU cores. This is intended to reduce the time spent in
Camera.Render
on the main thread, which is often a bottleneck.
Lightmap Encoding
Choose
Normal Quality
or
High Quality
to set the lightmap encoding. This setting affects the encoding scheme and compression format of the lightmaps.
Lightmap Streaming
Enable this option to load only the lightmap mip maps as needed to render the current game Cameras. This value applies to the lightmap textures as they are generated.
Note:
To use this setting, you must enable the
Texture Streaming Quality
setting.
Streaming Priority
Set the lightmap mip map streaming priority to resolve resource conflicts. These values are applied to the light map textures as they are generated.
Positive numbers give higher priority. Valid values range from –128 to 127.
Frame Timing Stats
Enable this property to gather CPU and GPU frame time statistics. Use this together with the
Dynamic Resolution
camera setting to determine if your application is CPU or GPU bound.
Use Display In HDR Mode (Windows Only)
Enable this checkbox to make the game automatically switch to HDR mode output when it runs. This only works on displays that support this feature. If the display does not support HDR mode, the game runs in standard mode.
Swap Chain Bit Depth
Select the number of bits in each color channel for swap chain buffers. Only available if HDR Mode is enabled.
Bit Depth 10
Unity will use the R10G10B10A2 buffer format and Rec2020 primaries with ST2084 PQ encoding.
Bit Depth 16
Unity will use the R16G16B16A16 buffer format and Rec709 primaries with linear color (no encoding).
Virtual Texturing
Indicates whether to enable
Virtual Texturing
.
Note
: The Unity Editor requires a restart for this setting to take effect.
Shader precision model
Controls the default precision of samplers used in shaders. See
Shader data types and precision
for more details.
360 Stereo Capture
Indicates whether Unity can capture stereoscopic 360 images and videos. When enabled, Unity compiles additional shader variants to support 360 capture (currently only on Windows/OSX). When enabled,
enable_360_capture
keyword is added during the
Stereo RenderCubemap call
. Note that this keyword is not triggered outside the
Stereo RenderCubemap
function. For more information, see
Stereo 360 Image and Video Capture
.
SRGB Write Mode
Enable this option to allow
Graphics.SetSRGBWrite()
renderer to toggle the sRGB write mode during runtime. That is, if you want to temporarily turn off Linear-to-sRGB write color conversion, you can use this property to achieve that. Enabling this has a negative impact on performance on mobile tile-based GPUs; therefore, do NOT enable this for mobile.
Number of swapchain buffers
Set this option to 2 for double-buffering, or 3 for triple-buffering to use with Vulkan renderer. This setting may help with latency on some platforms, but in most cases you should not change this from the default value of 3. Double-buffering might have a negative impact on performance. Do not use this setting on Android.
Acquire swapchain image late as possible
If enabled, Vulkan delays acquiring the backbuffer until after it renders the frame to an offscreen image. Vulkan uses a staging image to achieve this. Enabling this setting causes an extra blit when presenting the backbuffer. This setting, in combination with double-buffering, can improve performance. However, it also can cause performance issues because the additional blit takes up bandwidth.
Recycle command buffers
Indicates whether to recycle or free
CommandBuffers
after Unity executes them.
Bundle Identifier
Enter the Bundle Identifier of your application. This appears as
CFBundleIdentifier
in the associated
info.plist
file. See the Apple developer documentation on
CFBundleIdentifier
to learn more.
To set this property, enable
Override Default Bundle Identifier
.
Build
Enter the build number for this version of your app. This appears as
CFBundleVersion
in the associated
info.plist
file. See the Apple developer documentation on
CFBundleVersion
to learn more.
Enter the string corresponding to the app’s type. The App Store uses this string to determine the appropriate categorization for the app. By default, this is set to the game category,
public.app-category.games
. See the Apple developer documentation on
LSApplicationCategoryType
to see the list of category types available.
Mac App Store Validation
通过启用此属性,可确保只有当应用程序包含来自 Mac App Store 的有效收据时才会运行。这样可以防止用户不在购买游戏的设备上而在另一台设备上运行游戏。仅当您已实施自己的收据验证时,才应禁用此设置。
Publishing to the Mac App Store
Use Player Log
属性允许将调试信息写入日志文件。这对于调查游戏问题很有用。但是,在为 Apple 的 Mac App Store 发布游戏时,需要禁用此功能,因为如果启用此功能,Apple 可能会拒绝您提交。有关日志文件的更多信息,请参阅 Unity 手册
日志文件
页面。
Use Mac App Store Validation
属性可启用 Mac App Store 的收据验证。如果启用此属性,则只有当游戏包含来自 Mac App Store 的有效收据时才会运行。将游戏提交给 Apple 以便在 App Store 上发布时,应使用此功能。这样可以防止用户不在购买游戏的计算机上而在另一台计算机上运行游戏。
请注意,此功能不实现任何强大的复制保护。特别需要说明的是,针对一个 Unity 游戏的任何潜在破解都将对所有其他 Unity 内容有效。因此,建议使用 Unity 的插件功能在此基础上实现您自己的收据验证代码。但是,由于 Apple 要求在显示屏幕设置对话框之前的最初阶段进行插件验证,因此您仍应启用此属性,以免 Apple 拒绝您的提交。
Configuration settings for desktop platforms
.Net Framework
兼容 .NET Framework 4(包括 .NET Standard 2.0 配置文件中的所有内容以及其他 API)。如果使用的库需要访问 .NET Standard 2.0 中未包含的 API,请选择此选项。生成更大的构建,并且任何可用的其他 API 不一定在所有平台上都受支持。有关更多信息,请参阅
引用其他类库程序集
。
C++ Compiler Configuration
选择在编译 IL2CPP 生成的代码时使用的 C++ 编译器配置。
注意:
除非
Scripting Backend
设置为
IL2CPP_,否则此属性被禁用。|
|
Use incremental GC
|| Enable this to use the incremental garbage collector, which spreads garbage collection over several frames to reduce gc-related spikes in frame duration.|
|
Active Input Handling
|| 选择您希望如何处理来自用户的输入。 |
||
Input Manager (old)
| Use the default
Input
window. |
||
Input System (Preview)
| 使用较新的
输入
系统。输入系统作为此版本的预览包提供。要试用输入系统的预览版,请安装
InputSystem 包
。|
||
Both_
并排使用两个系统。
API Compatibility Level
可为所有目标选择 mono API 兼容性级别。有时,第三方 .NET 库会使用 .NET 兼容性级别之外的功能。为了解在这种情况下可能发生的问题以及如何以最佳方案修复问题,请尝试以下解决方案:
安装适用于 Windows 的
Reflector
。
将出现问题的相关 API 兼容性级别的 .NET 程序集拖到 Reflector 中。可以在
Frameworks/Mono/lib/mono/YOURSUBSET/
下找到它们。
拖入第三方程序集。
右键单击第三方程序集并选择
Analyze
。
在分析报告中,检查
Depends on
部分。此报告以红色突出显示第三方程序集所依赖的但在您选择的 .NET 兼容性级别中不可用的任何内容。
Scripting Define Symbols
Set custom compilation flags. For more details, see the documentation on
Platform dependent compilation
.
Additional Compiler Arguments
Add entries to this list to pass additional arguments to the Roslyn compiler. Use one new entry for each additional argument.
To create a new entry, press the ‘+’ button. To remove an entry, press the ‘-’ button.
When you have added all desired arguments, click the
Apply
button to include your additional arguments in future compilations.The
Revert
button resets this list to the most recent applied state.
Suppress Common Warnings
Disable this setting to display the C# warnings
CS0169
and
CS0649
.
Allow ‘unsafe’ Code
允许在预定义的程序集(例如,
Assembly-CSharp.dll
)中编译
“不安全”的 C# 代码
。
对于程序集定义文件 (
.asmdef
),请单击其中一个
.asmdef
文件,并在出现的 Inspector 窗口中启用该选项。
Use Deterministic Compilation
Disable this setting to prevent compilation with the -deterministic C# flag. With this setting enabled, compiled assemblies are byte-for-byte identical each time they are compiled.
For more information, see Microsoft’s
deterministic compiler option documentation
.
Enable Roslyn Analyzers
Disable this setting to compile user-written scripts without Roslyn analyzer DLLs that might be present in your project.
Prebake Collision Meshes
Enable this option to add collision data to
Meshes
at build time.
Keep Loaded Shaders Alive
When enabled, you cannot unload a shader. See
Shader Loading
for more information.
Preloaded Assets
Set an array of Assets for the player to load on startup.
To add new Assets, increase the value of the
Size
property, then set a reference to the Asset to load in the new
Element
box that appears.
AOT compilation options
Additional options for Ahead of Time (AOT) compilation. This helps
optimize the size of the built iOS player
.
Strip Engine Code
Enable this option if you want the Unity Linker tool to remove code for Unity Engine features that your Project doesn’t use. This setting is only available with the IL2CPP scripting backend.
Most apps don’t use every available DLL. This option strips out DLLs that your app doesn’t use to reduce the size of the built Player. If your app is using one or more classes that would normally be stripped out under your current settings, Unity displays a debug message when you try to build the app.
Managed Stripping Level
Choose how Unity strips unused managed (C#) code.The options are
Disabled
Low
,
Medium
, and
High
.
When Unity builds your app, the Unity Linker process can strip unused code from the managed DLLs your Project uses. Stripping code can make the resulting executable significantly smaller, but can sometimes accidentally remove code that is in use. For more information about these options, see documentation on
Managed code stripping
.
For information about bytecode stripping with IL2CPP, see documentation on
Managed bytecode stripping with IL2CPP
.
Vertex Compression
Choose the channel that you want to set for compressing meshes under the vertex compression method, which by default, is set to Mixed. This affects all the meshes in your project. Typically, Vertex Compression is used to reduce the size of mesh data in memory, reduce file size, and improve GPU performance. For information on how to configure vertex compression and limitations of this setting, see [compressing meshes].
Optimize Mesh Data
Selecting this option enables stripping of unused vertex attributes from the mesh used in a build.
This reduces the amount of data in the mesh, which might help reduce build size, loading times, and runtime memory usage. However, you must remember to not change material or shader settings at runtime, if you have this setting enabled. See
PlayerSettings.stripUnusedMeshComponents
for more information.
Texture MipMap Stripping
Enable this option to enable mipmap stripping for all platforms, which strips unused mipmaps from Textures at build time. Unity determines unused mipmaps by comparing the value of the mipmap against the Quality Settings for the current platform. If a mipmap value is excluded from every Quality Setting for the current platform, then Unity strips those mipmaps from the build at build time. If QualitySettings.masterTextureLimit is set to a mipmap value that has been stripped, Unity will set the value to the closest mipmap value that has not been stripped.
Clamp BlendShapes (Deprecated)
Enable the option to clamp the range of blend shape weights in
SkinnedMeshRenderers
.
Upload Cleared Texture Data
This is a legacy feature and currently not needed because it uses up the bandwidth. By default, this is enabled for debugging purposes. Enabling this setting clears the initial data and automatically uploads the Texture from script to the video memory.