The current screen resolution (Read Only). 当前屏幕的分辨率.(只读) If the player is running in window mode, this returns the current resolution of the desktop. 如果播放器是运行在窗口模式,则返回的是当前桌面的分辨率. 在显示器上调节分辨率不起作用,返回的是当前显示器的分辨率,如: 调节此显示器的分辨率为1600x900,currentResolution 返
Screen.resolutions 分辨率列表(安卓平台试了不能用此方法,最好用宏定义判断一下平台) C# => public static Resolution[] resolutions; Description 描述 All fullscreen resolutions supported by the monitor (Read Only). 显示器支持的所有全屏分辨率.(只读) The returned resolutions are sorted by width, lower r
如果你需要发布unity时想要使用自己设置的分辨率仅需要一下几个步骤: 打开Build Setting->PlayerSetting->Resolution and Presentation->取消勾选Default is full sceen选项并设置你自己设置的分辨率,选择Display Resolution Dialog为disable->在程序Awake中记得使用:Screen.SetResolution(1024, 768, false).
一. Profiler: 1. CPU Usage A. WaitForTargetFPS: Vsync(垂直同步)功能所,即显示当前帧的CPU等待时间 B. Overhead: Profiler总体时间-所有单项的记录时间总和.用于记录尚不明确的时间消耗,以帮助进一步完善Profiler的统计. C. Physics.Simulate: 当前帧物理模拟的CPU占用时间. D. Camera.Render: 相机渲染准备工作的CPU占用量 E. RenderTexture.SetActive:
using UnityEngine; using System.Collections; using UnityEngine.EventSystems; //using UnityEngine.SceneManagement; using System; using UnityEngine.UI; using System.Runtime.InteropServices; public class DrawWindow : MonoBehaviour { //private GameOb
设备分辨率 using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void Start() { Resolution[] resolutions = Screen.resolutions; //foreach (Resolution res in resolutions) { //} Screen.SetResolution(resolutions[0].width, re