Difference between revisions of "Engine:Unity"
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(→Borderless fullscreen windowed mode: reworded Unity 5 borderless specifics (this can be changed when exporting the project, so some Unity 5 developers might choose the old exclusive fullscreen option)) |
(→Can't use x360ce or Durazno: updated x360ce link) |
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==Issues unresolved== | ==Issues unresolved== | ||
===Can't use x360ce or Durazno=== | ===Can't use x360ce or Durazno=== | ||
− | {{ii}} [https:// | + | {{ii}} [https://github.com/x360ce/x360ce x360ce] and [https://github.com/KrossX/Durazno Durazno] are incompatible due to the Unity input manager using Raw Input instead of XInput.<ref>[https://code.google.com/p/x360ce/issues/detail?id=481 Issue 481 - x360ce - Hooking does not work with Unity Engine - XBOX 360 Controller emulator - Google Project Hosting]</ref> See [[Controller]] for other alternatives. |
==Issues fixed== | ==Issues fixed== |
Revision as of 11:14, 7 May 2016
Developers | |
---|---|
Unity Technologies | |
Website | |
https://unity3d.com | |
First release date | |
2005 | |
Issues unresolved
Can't use x360ce or Durazno
- x360ce and Durazno are incompatible due to the Unity input manager using Raw Input instead of XInput.[1] See Controller for other alternatives.
Issues fixed
- This is stock engine behaviour with controllers other than Xbox 360 Controller and may require developer to fix it. See Controller article for more details.
Low performance
- Common issue especially with laptops, where engine uses integrated GPU instead of more powerful dedicated one.
Instructions |
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Other information
General information
Hardware statistics collection
- Games built with Unity automatically upload the player's hardware statistics when first run.
Borderless fullscreen windowed mode
- Most Unity games can be run in borderless fullscreen windowed mode by enabling regular windowed mode and using the
-popupwindow
command line argument. - Most games using Unity 5 run in the new default fullscreen mode. However its behaviour differs from earlier games borderless mode and it's still possible to use launch parameter to use earlier borderless mode instead of new one.
VR and stereoscopic modes
- Unity 5.1 onwards has native support for VR devices.[2] It's possible to force differend VR modes, however results may vary if the game wasn't build for VR. To foce VR mode, use
-vrmode DEVICETYPE
Command line argument and replace the DEVICETYPE with following:
Parameter | Description |
---|---|
None | No VR Device. |
Stereo | Stereo 3D via D3D11 or OpenGL. |
Split | Split screen stereo 3D (the left and right cameras are rendered side by side). |
Oculus | Oculus family of VR devices. |
PlayStationVR | Sony's PlayStation VR device for Playstation 4 (formerly called Project Morpheus VR). |
Command line arguments
- See command line arguments on how to use the following options. Some common arguments are listed below.[3]
Parameter | Description |
---|---|
-batchmode | Run the game in “headless” mode. The game will not display anything or accept user input. This is mostly useful for running servers for networked games. |
-force-opengl (Windows only) | Make the game use OpenGL for rendering, even if Direct3D is available. Normally Direct3D is used but OpenGL is used if Direct3D 9.0c is not available. |
-force-d3d9 (Windows only) | Make the game use Direct3D 9 for rendering. This is the default, so normally there’s no reason to pass it. |
-force-d3d11 (Windows only) | Make the game use Direct3D 11 for rendering. |
-single-instance (Linux & Windows only) | Allow only one instance of the game to run at the time. If another instance is already running then launching it again with -single-instance will just focus the existing one. |
-nolog (Linux & Windows only) | Do not produce output log. Normally output_log.txt is written in the *_Data folder next to the game executable, where Debug.Log output is printed. |
-force-d3d9-ref (Windows only) | Make the game run using Direct3D’s “Reference” software renderer. The DirectX SDK has to be installed for this to work. This is mostly useful for building automated test suites, where you want to ensure rendering is exactly the same no matter what graphics card is being used. |
-adapter N (Windows only) | Allows the game to run full-screen on another display. The N maps to a Direct3D display adaptor. In most cases there is a one-to-one relationship between adapters and video cards. On cards that support multi-head (they can drive multiple monitors from a single card) each “head” may be its own adapter. |
-popupwindow (Windows only) | The window will be created as a a pop-up window (without a frame). |
-screen-width (Linux & Windows only) | Overrides the default screen width. This must be an integer from a supported resolution. |
-screen-height (Linux & Windows only) | Overrides the default screen height. This must be an integer from a supported resolution. |
-screen-quality (Linux only) | Overrides the default screen quality. Example usage would be |
-nographics (Linux & Windows only) | When running in batch mode, do not initialize graphics device at all. This makes it possible to run your automated workflows on machines that don’t even have a GPU. |
Graphical presets
- By default, games using the Unity engine only come with a few graphics presets: Fastest, Fast, Simple, Good, Beautiful, and Fantastic. The developer can choose not to use them and use more fine-grained graphics options in-game.
- There isn't any way to change the predefined graphics presets.
- The Unity launcher is not navigatable with a controller.
- The following table is a list of Unity's default presets (as of version 4.5.4):
Fantastic | Beautiful | Good | Simple | Fast | Fastest | |
---|---|---|---|---|---|---|
Rendering | ||||||
Pixel Light Count | 4 | 3 | 2 | 1 | 0 | 0 |
Texture Quality | Full Res | Full Res | Full Res | Full Res | Full Res | Half Res |
Anisotropic Filtering | Forced On | Forced On | Per Texture | Per Texture | Disabled | Disabled |
Antialiasing | 2X Multi Sampling | 2x Multi Sampling | Disabled | Disabled | Disabled | Disabled |
Soft Particles | On | On | Off | Off | Off | Off |
Shadows | ||||||
Shadows | Hard and Soft Shadows | Hard and Soft Shadows | Hard and Soft Shadows | Hard Shadows Only | Disable Shadows | Disable Shadows |
Shadow Resolution | High Resolution | High Resolution | Medium Resolution | Low Resolution | Low Resolution | Low Resolution |
Shadow Projection | Stable Fit | Stable Fit | Stable Fit | Stable Fit | Stable Fit | Stable Fit |
Shadow Cascades | Four Cascades | Two Cascades | Two Cascades | No Cascades | No Cascades | No Cascades |
Shadow Distance | 150 | 70 | 40 | 20 | 20 | 15 |
Other | ||||||
Blend Weights | 4 Bones | 4 Bones | 2 Bones | 2 Bones | 2 Bones | 1 Bone |
Vsync | Every VBlank | Every VBlank | Every VBlank | Don't Sync | Don't Sync | Don't Sync |
LOD Bias | 2 | 1.5 | 1 | 0.7 | 0.4 | 0.3 |
Particle Raycast Budge | 4096 | 1024 | 256 | 64 | 16 | 4 |