Showing content from https://docs.unity3d.com/Manual/PlayerSettings-macOS.html below:
Manual: macOS Player settings reference
Color Space Choose which color space to use for rendering. For more information, refer to Linear rendering overview.
- 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 deactivate sRGB sampling for each Texture.
MSAA Fallback Select the multi sample antialiasing fallback strategy to upgrade or downgrade the sample count if the sample count requested by the user is not supported by the device.
- Upgrade: The sample count reduces to the nearest supported lower sample count.
- Downgrade: The sample count increases to the next higher sample count. If that sample count is not supported, then it reduces to the nearest supported lower sample count.
Auto Graphics API for Windows Enable this option to use the recommended 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 recommended Graphics API on the Mac the game is running on. Disable it to add and remove supported Graphics APIs. Windows doesnât support this property. Auto Graphics API for Linux Enable this option to use the recommended Graphics API on the Linux machine it runs on. Disable it to add and remove supported Graphics APIs. Metal API Validation Enable this option to use in-Editor tool to debug Shader issues. On a draw call, the tool checks a shaders expected textures and buffers against the attached and confirms its compatibility. The results of the checks are available in the console.
Metal API Validation doesnât enable Appleâs Metal API validation, but you can enable it by setting Run in Xcode as to Debug in the Build Profiles window for macOS and iOS.
Note: This setting only appears when running the Editor on macOS.
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 and enables some driver optimization. Force hard shadows on Metal Enable this option to force Unity to use point sampling for shadows on Metal. This reduces shadow quality, which improves performance. 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 canât 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.
Multithreaded Rendering Enable this option to move graphics API calls from Unityâs main thread to a separate worker thread. This can help to improve performance in applications that have high CPU usage on the main thread. Static Batching Enable this option to use static batchingA technique Unity uses to draw GameObjects on the screen that combines static (non-moving) GameObjects into big Meshes, and renders them in a faster way. More info
See in Glossary. Dynamic Batching Use Dynamic BatchingAn automatic Unity process which attempts to render multiple meshes as if they were a single mesh for optimized graphics performance. The technique transforms all of the GameObject vertices on the CPU and groups many similar vertices together. More info
See in Glossary 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 if the Scriptable Render Pipeline Asset Graphics setting is blank.
Sprite Batching Threshold Controls the maximum vertex threshold used when batching. GPU Skinning Calculate mesh skinning and blend shapes on the GPU via shaders to free up CPU resources and improve performance.
- CPU: Select this option to perform mesh skinning and blend shapes calculation on the CPU.
- GPU: Select this option to perform mesh skinning and blend shapes calculation on the GPU.
- GPU (Batched): Select this option to use batching and reordering to perform mesh skinning and blend shapes calculation on the GPU. Batching reduces the number of dispatch calls to the GPU and can improve performance.
Graphics Jobs (Experimental) 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.
Note: This feature is experimental. It might not deliver a performance improvement for your project, and might introduce new crashes.
Lightmap Encoding Defines the encoding scheme and compression format of the lightmaps.
You can choose from Low Quality, Normal Quality, or High Quality HDR Cubemap Encoding Defines the encoding scheme and compression format of the HDR Cubemaps.
You can choose from Low Quality, Normal Quality, or High Quality. For more information, refer to Lightmaps: Technical information. Lightmap Streaming Enable this option to use Mipmap Streaming for lightmaps. Unity applies this setting to all lightmaps when it generates them.
Note: To use this setting, you must enable the Texture Mipmap Streaming Quality setting.
Streaming Priority Set the priority for all lightmaps in the Mipmap Streaming system. Unity applies this setting to all lightmaps when it generates them.
Positive numbers give higher priority. Valid values range from -128
to 127
. Frame Timing Stats Enable this property to gather CPU and GPU frame timing data using FrameTimingManager API. If you disable this property, Dynamic ResolutionA Camera setting that allows you to dynamically scale individual render targets to reduce workload on the GPU. More info
See in Glossary camera setting canât use this data to dynamically adjust the resolution to reduce GPU workload. OpenGL: Profiler GPU Recorders Enable profiler recorders when rendering with OpenGL. Allow HDR Display Output Enable HDR mode output when the application runs. This only works on displays that support this feature. If the display doesnât support HDR mode, the game runs in standard mode. Use HDR Display Output Checks if the main display supports HDR, and if it does, swaps to HDR output when the application launches.
Note: This option is available only when Allow HDR Display Output is active.
Swap Chain Bit Depth Select the number of bits in each color channel for swap chain buffers. For more information on bit depth, refer to D3DHDRDisplayBitDepth.
Note: This setting is visible only when Use HDR Display Output is enabled.
- Bit Depth 10: Unity uses the R10G10B10A2 buffer format and Rec2020 primaries with ST2084 PQ encoding.
- Bit Depth 16: Unity uses the R16G16B16A16 buffer format and Rec709 primaries with linear color (no encoding).
Virtual Texturing (Experimental) Reduce GPU memory usage and texture loading times if your Scene has many high resolution textures. For more information, refer to Virtual Texturing.
Note: The Unity Editor requires a restart for this property to take effect. 360 Stereo Capture Indicate 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). The enable_360_capture
keyword is added during the RenderToCubemap
call, but isnât triggered outside of this function. Load/Store Action Debug Mode Highlights undefined pixels that might cause rendering problems on mobile platforms. This affects the Unity Editor Game view, and your built application if you select Development Build in the Platform Settings section of the Build Profiles window. For more information, refer to LoadStoreActionDebugModeSettings.
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