Unity Quality Settings Quality Settings

Source: Internet
Author: User

Unity allows set the level of graphical quality it would attempt to render. Generally speaking, quality comes at the expense of framerate and so it may is best not to aim for the highest quality on Mobile devices or older hardware since it would have a detrimental effect on gameplay. Thequality Settings Inspector (menu: edit->project settings->quality) is split into both main area S. At the top, there is the following matrix:-

Nity can set the quality level of the rendered image. In general, graphics quality leads to reduced frame rates, so it's best not to use the highest graphics quality on mobile devices or older hardware, which can have a bad impact on your game. The Graphics Quality settings Panel has 2 main areas (menu Edit->project settings->quality). Above the panel, there are the following matrices:

Unity lets assign a name to a given combination of the quality options for easy reference. The rows of the matrix let you choose which of the different platforms each quality level would apply to. The default row at the bottom of the matrix are not a quality level in itself but rather sets the default quality level use D for each platform (a green checkbox with a column denotes the level currently chosen for that platform). Unity comes with six quality levels pre-enabled and you can add your own levels using the button below the matrix. You can use the Trashcan icon (the rightmost column) to delete a unwanted quality level.

You can set a name for a specific combination of quality options in unity. The line of the matrix can be set by the quality level used by different platforms. At the bottom of the matrix, a row named default is the default quality level for the platform (the Green check box indicates the level currently selected by the platform). Unity has 6 preset quality levels, and you can use the buttons below the matrix to add custom levels. Unnecessary quality levels can be removed from the Trash icon (rightmost column).

You can-click on the name of a quality-to-select it for editing, which was done in the panel below the settings Matri x:-

Click the name of the quality level, select Edit, below the matrix there are the following settings panel:

The quality options you can choose to a quality level is as follows:-

The following options can be set for the quality level:

  • Name names the "the name that would be" used to refer to this quality level
    Name of the quality level
  • Pixel light count pixel lights The maximum number of Pixel lights when Forward Rendering is used.
    Maximum number of pixel lights used for forward rendering
  • Texture quality Texture Quality This lets your choose whether to display textures at maximum resolution or at a fraction of th Is (lower resolution have less processing overhead). The options is full res, half res, Quarter res and eighth res.
    You can set textures that use the maximum resolution or partial textures (low-resolution textures have low processing overhead). Options are full resolution, 1/2 resolution, 1/4 resolution, 1/8 resolution.
  • Anisotropic Textures anisotropic Texture This enables if and how Anisotropic textures would be used.
    Sets whether to use anisotropic textures and how to use them.
  • Disabled Disable Anisotropic textures is not used.
    To disable anisotropic textures
  • Per Texture each texture Anisotropic rendering would be enabled separately for each Texture.
    Each texture will be rendered using anisotropic.
  • Forced on force Anisotropic textures is always used.
    Anisotropic textures are always enabled.
  • antialiasing anti-aliasing this sets, the level of antialiasing, that'll be used. The options are 2x, 4x and 8x multi-sampling.
    Sets the anti-aliasing level. What are the options?? Twice times, 4 times times and 8 times times sampling.
  • Soft particles Soft particle should Soft blending is used for particles?
    Whether to use particle soft fusion.
  • Shadows Shadow This determines which type of Shadows should be used
    Set the type of shadow
  • Hard and Soft Shadows
    soft and hard shadows Both hard and soft shadows'll be rendered.
    Soft, hard shadows will be rendered
  • hard Shadows only hardened shadow only Shadows would be rendered. render only hard shadows
  • Disable Shadows Disable Shadow No Shadows would be is rendered. do not render shadows
  • Shadow resolution
    Shadow resolution Shadows can rendered at several different resolutions: Low , Medium, High and Very high . The higher the resolution, the greater the processing overhead.
    Shadows can be rendered to the following resolutions: Low, Medium, high, very high. The higher the resolution, the greater the processing overhead.
  • Shadow Projection
    Shadow projection There is different methods for projecting shadows from a directional light. Close Fit renders higher resolution shadows but they can sometimes wobble slightly if the camera moves. Stable Fit renders lower resolution shadows but they don ' t wobble with camera movements.
    There are 2 ways to cast shadows in parallel light: Close fit renders a higher-resolution shadow, but sometimes the shadow swings slightly if the camera moves. Stable fit renders a low shadow resolution, but does not swing when the camera moves.
  • Shadow Cascades
    Shadow Cascade The number of shadow Cascades can is set to zero, both or four. A higher number of cascades gives better quality in the expense of processing overhead (see the directional Shadows pa GE for further details).
    The number of stacks of shadows can be set to 0. The higher the stack count, the better the shadow quality, but the greater the calculation cost. (See direction Shadows page for more details)
  • Shadow Distance Shadow distance the maximum Distance from camera at which shadows would be visible. Shadows that fall beyond this distance won't be rendered.
    The maximum shadow visible distance of the camera. Shadows beyond this distance are not rendered.
  • Blend Weights Fusion weights The number of bones that can affect a given vertex during an animation. The available options is one, or four bones.
    The number of bones affects the vertex of the animation. Options have 1,2,4 bones.
  • VSync count Vertical sync count Rendering can be synchronised with the refresh rate of the display device to avoid "tearing" ar Tifacts (see below). You can choose to synchronise with every vertical blank (vblank), every second vertical blank or not to synchronise at all .
    Rendering can be synchronized with the refresh rate of the display device to avoid a "rip" phenomenon (see below). You can choose to sync each vertical blank (vblank), each second vertical blank or out of sync.
  • LOD Bias
    Lod Deviation LOD levels is chosen based on the onscreen size of an object. When the size is between and the levels, the choice can be biased toward the less detailed or more detailed of the Els available. This was set as a fraction from 0 to 1-the closer it was to zero and the more the bias was toward the less detailed model.
    Lod levels are based on the size of the object on the screen. When the object size is between two LOD levels, you can choose to use a low-detail model or a high-detail model. The value range is 0-1, the closer the value is to 0, the more inclined to select the low-detail model.
  • Maximum LOD Level
    Max Lod level the highest LOD that would be used by the game. Models which has a LOD above this level won't be used and omitted from the build (which would save storage and memory s PACE).
    The highest LOD level used in the game. Models above this level are not used and are ignored at compile time. (This will save storage space and memory space).
Tearing tear

The picture on the display device isn't continuously updated but rather the updates happen at regular intervals much like Frame updates in Unity. However, Unity's updates are not necessarily synchronised with those of the display, so it's possible for Unity to issue A new frame while the display is still rendering the previous one. This would result in a visual artifact called "tearing" at the position onscreen where the frame is change occurs.

Image updates on the display device are not sequential, but are regularly updated like unity frames. However, unity updates are not necessarily synchronized with the display device updates, so it is possible that unity submits a new frame of image, while the display device still displays the previous frame image. This causes a "tear" to occur on the screen where the change occurs.


Simulated example of tearing. The shift in the picture was clearly visible in the magnified portion.

tearing example. The enlarged part of the picture can clearly see the change.

It is possible to set Unity to switch frames only during the period where the display device isn't updating, the So-calle D "Vertical blank". The VSync option on the quality Settings synchronises frame switches with the device ' s vertical blank or optionally with E Very other vertical blank. The latter may is useful if the game requires more than one device update to complete the rendering of a frame.

You can allow unity to submit a new frame image when the display device is not updated, which is called "vertical whitespace." The vertical sync option for quality settings can synchronize frame transitions and device vertical whitespace, or vertical whitespace for all other devices. The latter can be used in situations where the game needs to update multiple devices to complete a frame of rendering.

Anti-aliasing anti-aliasing

Anti aliasing improves the appearance of polygon edges, so they is not a "jagged", but smoothed off on the screen. However, it incurs a performance cost of the graphics card and uses more video memory (there's no cost on the CPU though) . The level of anti-aliasing determines how smooth polygon edges is (and how much video memory does it consume).

Antialiasing improves the appearance of polygon edges and appears smooth rather than jagged on the screen. Antialiasing consumes the performance and memory of the graphics card (CPU performance is not consumed). The level of antialiasing determines how smooth the edges of the polygon are. (also determines how much memory is consumed)


Without anti-aliasing, polygon edges is "jagged".
Anti-aliasing is not turned on, and the edges of the polygons are displayed in jagged shape.


With 6x anti-aliasing, polygon edges is smoothed out.
Turn on 6 times-fold anti-aliasing, and the edges appear smooth.

Unity Quality Settings Quality Settings

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