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. |
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. |
aotOptions | Additional AOT compilation options. Shared by AOT platforms. |
apiCompatibilityLevel | .NET API compatibility level. |
bakeCollisionMeshes | Pre bake collision meshes on player build. |
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. |
cloudProjectId | A unique cloud project identifier. It is unique for every project (Read Only). |
colorSpace | Set the rendering color space for the current project. |
companyName | The name of your company. |
d3d11FullscreenMode | Define how to handle fullscreen mode in Windows standalones (Direct3D 11 mode). |
d3d9FullscreenMode | Define how to handle fullscreen mode in Windows standalones (Direct3D 9 mode). |
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. |
enableCrashReportAPI | Enables CrashReport API. |
enableInternalProfiler | Enables internal profiler. |
forceSingleInstance | Restrict standalone players to a single concurrent running instance. |
gpuSkinning | Enable GPU skinning on capable platforms. |
graphicsJobs | Enable graphics jobs (multi threaded rendering). |
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. |
locationUsageDescription | Describes the reason for access to the user's location data. |
logObjCUncaughtExceptions | Are ObjC uncaught exceptions logged? |
macFullscreenMode | Define how to handle fullscreen mode in Mac OS X standalones. |
MTRendering | Is multi-threaded rendering enabled? |
productName | The name of your product. |
protectGraphicsMemory | Protect graphics memory. |
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. |
showUnitySplashScreen | Should the builtin Unity splash screen be shown? |
singlePassStereoRendering | Should Unity support single-pass stereo rendering? |
splashScreenStyle | The style to use for the builtin Unity splash screen. |
statusBarHidden | Should status bar be hidden. Shared between iOS & Android platforms. |
stripEngineCode | Remove unused Engine code from your build (IL2CPP-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. |
useMacAppStoreValidation | Enable receipt validation for the Mac App Store. |
usePlayerLog | Write a log file with debugging information. |
virtualRealitySplashScreen | Virtual Reality specific splash screen. |
virtualRealitySupported | Enable virtual reality support. |
visibleInBackground | On Windows, show the application in the background if Fullscreen Windowed mode is used. |
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. |
GetGraphicsAPIs | Get graphics APIs to be used on a build platform. |
GetIconsForTargetGroup | Returns the list of assigned icons for the specified platform. |
GetIconSizesForTargetGroup | Returns a list of icon sizes for the specified platform. |
GetPropertyBool | Returns a PlayerSettings named bool property (with an optional build target it should apply to). |
GetPropertyInt | Returns a PlayerSettings named int property (with an optional build target it should apply to). |
GetPropertyOptionalBool | Searches for property and assigns it's value to given variable. |
GetPropertyOptionalInt | Searches for property and assigns it's value to given variable. |
GetPropertyOptionalString | Searches for property and assigns it's value to given variable. |
GetPropertyString | Returns a PlayerSettings named string property (with an optional build target it should apply to). |
GetScriptingDefineSymbolsForGroup | Get user-specified symbols for script compilation for the given build target group. |
GetStackTraceLogType | Get stack trace logging options. |
GetUseDefaultGraphicsAPIs | Is a build platform using automatic graphics API choice? |
HasAspectRatio | Returns whether or not the specified aspect ratio is enabled. |
SetAspectRatio | Enables the specified aspect ratio. |
SetGraphicsAPIs | Set graphics APIs to be used on a build platform. |
SetIconsForTargetGroup | Assign a list of icons for the specified platform. |
SetPropertyBool | Sets a PlayerSettings named bool property. |
SetPropertyInt | Sets a PlayerSettings named int property. |
SetPropertyString | Sets a PlayerSettings named string property. |
SetScriptingDefineSymbolsForGroup | Set user-specified symbols for script compilation for the given build target group. |
SetStackTraceLogType | Set stack trace logging options. Note: calling this function will implicitly call Application.SetStackTraceLogType. |
SetUseDefaultGraphicsAPIs | Should a build platform use automatic graphics API choice. |
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 game object. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. |
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 | Returns a copy of the object original. |
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. |