![]() If an LOD level is included then models from that LODGroup will be included in the build and always loaded at runtime for that LODGroup, regardless of the quality setting being used. Unity will use the smallest LOD value from all the MaximumLOD values linked with the quality settings for the target platform. Models which have a LOD below the MaximumLOD level will not be used and omitted from the build (which will save storage and memory space). The size in MB for the Async Upload buffer. The amount of CPU time in milliseconds per frame to spend uploading buffered textures to the GPU. The maximum number of raycasts to use for approximate particle system collisions (those with Medium or Low quality). The highest LOD that will be used by the game. For example, setting LOD Bias to 2 and having it change at 50% distance, LOD actually only changes on 25%. A setting of more than 1 favors greater detail. When it is set between 0 and 1 it favors less detail. This is set as a fraction from 0 to +infinity. When the size is between two LOD levels, the choice can be biased toward the less detailed or more detailed of the two models available. LOD levels are chosen based on the onscreen size of an object. You can choose to synchronise with every vertical blank (VBlank), every second vertical blank or not to synchronise at all. Rendering can be synchronised with the refresh rate of the display device to avoid “tearing” artifacts (see below). ![]() The available options are one, two or four bones. The number of bones that can affect a given vertex during an animation. Offset shadow near plane to account for large triangles being distorted by shadow pancaking. Hadowmask: Static GameObjects that cast shadows always cast baked shadows. Unity uses real-time shadows up to the Shadow Distance, and baked shadows beyond it. Use the Lighting window (menu: Window > Lighting > Settings) to set this up in your Scene. Sets the shadowmask behaviour when using the Shadowmask Mixed lighting mode. Shadows that fall beyond this distance will not be rendered. The maximum distance from camera at which shadows will be visible. A higher number of cascades gives better quality but at the expense of processing overhead (see Directional Light Shadows for further details). The number of shadow cascades can be set to zero, two or four. Stable Fit renders lower resolution shadows but they don’t wobble with camera movements. Close Fit renders higher resolution shadows but they can sometimes wobble slightly if the camera moves. There are two different methods for projecting shadows from a directional light. The higher the resolution, the greater the processing overhead. Shadows can be rendered at several different resolutions: Low, Medium, High and Very High. The available options are Hard and Soft Shadows, Hard Shadows Only and Disable Shadows. This determines which type of shadows should be used. Should reflection probes be updated during gameplay? Should soft blending be used for particles? The options are 2x, 4x and 8x multi-sampling. This sets the level of antialiasing that will be used. The options are Disabled, Per Texture and Forced On (ie, always enabled). This enables if and how anisotropic textures will be used. ![]() The options are Full Res, Half Res, Quarter Res and Eighth Res. This lets you choose whether to display textures at maximum resolution or at a fraction of this (lower resolution has less processing overhead). The maximum number of pixel lights when Forward Rendering is used. The name that will be used to refer to this quality level The quality options you can choose for a quality level are as follows: Property: You can click on the name of a quality level to select it for editing, which is done in the panel below the settings matrix: You can use the trashcan icon (the rightmost column) to delete an unwanted quality level. Unity comes with six quality levels pre-enabled but you can add your own levels using the button below the matrix. 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 will apply to. Unity lets you assign a name to a given combination of quality options for easy reference. It is split into two main areas - at the top, there is the following matrix: The Quality Settings inspector (menu: Edit > Project Settings > Quality) is used 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 will have a detrimental effect on gameplay. Unity allows you to set the level of graphical quality it will attempt to render.
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