Player Settings is where you define various parameters for the final game that you will build in Unity. Some of these values are used in the Resolution Dialog that launches when you open a standalone game.
accelerometerFrequency | Accelerometer update frequency. |
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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? |
aotOptions | Additional AOT compilation options. Shared by AOT platforms. |
apiCompatibilityLevel | .NET API compatibility level. |
bundleIdentifier | Application bundle identifier shared between iOS & Android platforms. |
bundleVersion | Application bundle version shared between iOS & Android platforms. |
captureSingleScreen | Defines if fullscreen games should darken secondary displays. |
colorSpace | Set the color space for the current project. |
companyName | The name of your company. |
defaultInterfaceOrientation | Default screen orientation for mobiles. |
defaultIsFullScreen | If enabled, the game will default to fullscreen mode. |
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. |
displayResolutionDialog | Defines the behaviour of the Resolution Dialog on product launch. |
firstStreamedLevelWithResources | First level to have access to all Resources.Load assets in Streamed Web Players. |
forceSingleInstance | Restrict standalone players to a single concurrent running instance. |
gpuSkinning | Enable GPU skinning on capable platforms. |
iPhoneBundleIdentifier | The bundle identifier of the iPhone application. |
keyaliasPass | Password for the key used for signing an Android application. |
keystorePass | Password used for interacting with the Android Keystore. |
macFullscreenMode | Define how to handle fullscreen mode in Mac OS X standalones. |
MTRendering | Is multi-threaded rendering enabled? |
productName | The name of your product. |
ps3BackgroundPath | PS3 Background Image. |
ps3BootCheckMaxSaveGameSizeKB | PS3 Bootcheck maximum savegame size ( as per TRC R224 ). This should include the total estimated size for the savegames (including icon sizes). |
ps3DLCConfigPath | PS3 DLC Config file. |
ps3SaveGameSlots | PS3 Save Game slots. |
ps3SoundPath | PS3 Background Sound. |
ps3ThumbnailPath | PS3 Thumbnail Image. |
ps3TitleConfigPath | PS3 Title Config file. |
ps3TrialMode | PS3 Title is Trial. |
ps3TrophyCommId | PS3 Trophy Communication ID. |
ps3TrophyCommSig | PS3 Trophy Communication Signature. |
ps3TrophyPackagePath | PS3 Trophy Package. |
renderingPath | Which rendering path is enabled? |
resizableWindow | Use resizable window in standalone player builds. |
resolutionDialogBanner | The image to display in the Resolution Dialog window. |
runInBackground | If enabled, your game will continue to run after lost focus. |
statusBarHidden | Should status bar be hidden. Shared between iOS & Android platforms. |
stripPhysics | Remove Physics code from player to save build size (Flash and NaCl only). |
strippingLevel | Managed code stripping level. |
stripUnusedMeshComponents | Should unused Mesh components be excluded from game build? |
use32BitDisplayBuffer | 32-bit Display Buffer is used. |
useAnimatedAutorotation | Let the OS autorotate the screen as the device orientation changes. |
useDirect3D11 | Should Direct3D 11 be used when available? |
useMacAppStoreValidation | Enable receipt validation for the Mac App Store. |
usePlayerLog | Write a log file with debugging information. |
xboxDeployKinectHeadOrientation | Xbox 360 Kinect Head Orientation file deployment. |
xboxDeployKinectHeadPosition | Xbox 360 Kinect Head Position file deployment. |
xboxDeployKinectResources | Xbox 360 Kinect resource file deployment. |
xboxEnableAvatar | Xbox 360 Avatars. |
xboxEnableKinect | Xbox 360 Kinect title flag - if false, the Kinect APIs are inactive. |
xboxEnableKinectAutoTracking | Xbox 360 Kinect automatic skeleton tracking. |
xboxEnableSpeech | Xbox 360 Kinect Enable Speech Engine. |
xboxGenerateSpa | Xbox 360 auto-generation of _SPAConfig.cs. |
xboxImageXexFilePath | Xbox 360 ImageXex override configuration file path. |
xboxSpaFilePath | Xbox 360 SPA file path. |
xboxSpeechDB | Xbox 360 Kinect Speech DB. |
xboxSplashScreen | Xbox 360 splash screen. |
xboxTitleId | Xbox 360 title id. |
GetIconsForTargetGroup | Returns the list of assigned icons for the specified platform. |
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GetIconSizesForTargetGroup | Returns a list of icon sizes for the specified platform. |
GetScriptingDefineSymbolsForGroup | Get user-specified symbols for script compilation for the given build target group. |
HasAspectRatio | Returns whether or not the specified aspect ratio is enabled. |
SetAspectRatio | Enables the specified aspect ratio. |
SetIconsForTargetGroup | Assign a list of icons for the specified platform. |
SetScriptingDefineSymbolsForGroup | Set user-specified symbols for script compilation for the given build target group. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
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name | The name of the object. |
GetInstanceID | Returns the instance id of the object. |
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ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
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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? |
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operator != | Compares if two objects refer to a different object. |
operator == | Compares if two objects refer to the same. |