我覺得用Unity 開發最爽的地方, 不是unity跨平臺,而是用其他語言,要用很複雜的邏輯才能完成的功能,unity用一兩句程式碼就能搞定
就比如說獲取Android 系統的電量,不用發廣播,不用申請許可權,一句 SystemInfo.batteryLevel 輕鬆搞定。
關於裝置資訊,我們可以通過 SystemInfo類 來獲得
Static Properties
batteryLevel | 當前電量 (Read Only). |
batteryStatus | 返回電池的狀態,是否在充電等 (Read Only). |
copyTextureSupport | 支援Graphics.CopyTexture的種類 (Read Only). |
deviceModel | The model of the device (Read Only). |
deviceName | The user defined name of the device (Read Only). |
deviceType | 返回本應用程式所正在執行的裝置(Read Only). |
deviceUniqueIdentifier | 返回裝置的唯一識別符號 (Read Only). |
graphicsDeviceID | 圖形裝置的識別符號 |
graphicsDeviceName | 圖形裝置的名稱 |
graphicsDeviceType | The graphics API type used by the graphics device (Read Only). |
graphicsDeviceVendor | The vendor of the graphics device (Read Only). |
graphicsDeviceVendorID | The identifier code of the graphics device vendor (Read Only). |
graphicsDeviceVersion | The graphics API type and driver version used by the graphics device (Read Only). |
graphicsMemorySize | Amount of video memory present (Read Only). |
graphicsMultiThreaded | Is graphics device using multi-threaded rendering (Read Only)? |
graphicsShaderLevel | Graphics device shader capability level (Read Only). |
graphicsUVStartsAtTop | Returns true if the texture UV coordinate convention for this platform has Y starting at the top of the image. |
maxCubemapSize | Maximum Cubemap texture size (Read Only). |
maxTextureSize | Maximum texture size (Read Only). |
npotSupport | What NPOT (non-power of two size) texture support does the GPU provide? (Read Only) |
operatingSystem | Operating system name with version (Read Only). |
operatingSystemFamily | Returns the operating system family the game is running on (Read Only). |
processorCount | Number of processors present (Read Only). |
processorFrequency | Processor frequency in MHz (Read Only). |
processorType | Processor name (Read Only). |
supportedRenderTargetCount | How many simultaneous render targets (MRTs) are supported? (Read Only) |
supports2DArrayTextures | Are 2D Array textures supported? (Read Only) |
supports3DRenderTextures | Are 3D (volume) RenderTextures supported? (Read Only) |
supports3DTextures | Are 3D (volume) textures supported? (Read Only) |
supportsAccelerometer | Is an accelerometer available on the device? |
supportsAudio | Is there an Audio device available for playback? |
supportsComputeShaders | Are compute shaders supported? (Read Only) |
supportsCubemapArrayTextures | Are Cubemap Array textures supported? (Read Only) |
supportsGyroscope | Is a gyroscope available on the device? |
supportsImageEffects | Are image effects supported? (Read Only) |
supportsInstancing | Is GPU draw call instancing supported? (Read Only) |
supportsLocationService | Is the device capable of reporting its location? |
supportsMotionVectors | Whether motion vectors are supported on this platform. |
supportsRawShadowDepthSampling | Is sampling raw depth from shadowmaps supported? (Read Only) |
supportsRenderToCubemap | Are cubemap render textures supported? (Read Only) |
supportsShadows | Are built-in shadows supported? (Read Only) |
supportsSparseTextures | Are sparse textures supported? (Read Only) |
supportsVibration | 是否支援震動 |
systemMemorySize | 記憶體大小 |
unsupportedIdentifier | Value returned by SystemInfo string properties which are not supported on the current platform. |
usesReversedZBuffer | 如果當前平臺使用反向深度緩衝區(取值範圍從1附近的平面和0到遠平面),如果深度緩衝區是正常的(0在附近,1則遠),則此屬性為true。(只讀) |