![]() However, Unity’s updates are not necessarily synchronized with those of the display, so it is possible for Unity to issue a new frame while the display is still rendering the previous one. The picture on the display device is not continuously updated, but rather the updates happen at regular intervals much like frame updates in Unity. The available options are Every V Blank, Every Second V Blank, or Don’t Sync. Unity can synchronize rendering with the refresh rate of the display device to avoid tearing artifacts. For more details, see Android Player settings and iOS Player settings.Ĭhoose to synchronize rendering with vertical blanks or not to synchronize at all. More info See in Glossary during gameplay.ĭownscales the device’s screen resolution below its native resolution. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. For more information on other types of anti-aliasing and compatibility, see Post processing.Įnable this option to update reflection probes A rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. ![]() MSAA is compatible only with Forward rendering. As the level of anti-aliasing increases, so does the smoothness and the performance cost on the GPU. The options are Disabled, 2x Multi Sampling, 4x Multi Sampling and 8x Multi Sampling.Īnti aliasing smooths the appearance of polygon edges. More info See in GlossaryĬhoose the level of Multi-Sample Anti-aliasing (MSAA) that the GPU performs. More info See in Glossary.ĪntiAliasing A technique for decreasing artifacts, like jagged lines (jaggies), in images to make them appear smoother. Lights themselves are also treated differently by Forward Rendering, depending on their settings and intensity. More info See in Glossary lights when Unity uses Forward Rendering A rendering path that renders each object in one or more passes, depending on lights that affect the object. Pixel lighting is calculated at every screen pixel. Pixel size depends on your screen resolution. Set the maximum number of pixel The smallest unit in a computer image. The Render Pipeline Asset to use for this quality level. Unity lets you choose from pre-built render pipelines, or write your own. Render Pipeline A series of operations that take the contents of a Scene, and displays them on a screen. Level of Detail The Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases.A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. The effect of all the particles together creates the impression of the complete entity, such as smoke. A particle system can display and move particles in great numbers to represent a fluid or amorphous entity. Particles A small, simple image or mesh that is emitted by a particle system.Textures are often applied to the surface of a mesh to give it visual detail. Textures An image used when rendering a GameObject, Sprite, or UI element.Then you can choose which of the quality options documented in the following sections you need to update or set: To define a new Quality level, click the Add Quality Level button and type the name for the new level in the Name property box. Its definitions appear in the panel below the settings and you can modify any settings you need to: Edit the settings for a specific Quality level To select a quality level for editing, click on its name in the matrix. To delete an unwanted quality level, use the trashcan icon (the rightmost column). Quality settings levels for each platform Unity comes with six quality levels pre-enabled but you can add your own levels. The Default row at the bottom of the matrix is not a quality level in itself but rather sets the default quality level used for each platform (a green checkbox in a column denotes the level currently chosen for that platform). The rows of the matrix let you choose which of the different platforms each quality level applies to. Unity lets you assign a name to a given combination of quality options for easy reference. It is split into two main areas: the Quality matrix appears at the top and below it, the settings for the selected quality level appear. Use the Quality settings (menu: Edit > Project Settings, then select the Quality category) to select the quality level in the Editor for the chosen device. Generally speaking, quality comes at the expense of framerate and so it may be best not to aim for the highest quality on mobile devices or older hardware since it tends to have a detrimental effect on gameplay. Unity allows you to set the level of graphical quality it attempts to render.
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