SystemInfo
static class in UnityEngine.Device · UnityEngine.CoreModule
SystemInfo as the device reports it: the same values here.
Fields 1
const string unsupportedIdentifierProperties 28
static float batteryLevel { get; }static BatteryStatus batteryStatus { get; }static string deviceModel { get; }static string deviceName { get; }static DeviceType deviceType { get; }static string deviceUniqueIdentifier { get; }static string graphicsDeviceName { get; }static GraphicsDeviceType graphicsDeviceType { get; }static string graphicsDeviceVendor { get; }static string graphicsDeviceVersion { get; }static int graphicsMemorySize { get; }static int graphicsShaderLevel { get; }static int maxTextureSize { get; }static NPOTSupport npotSupport { get; }static string operatingSystem { get; }static OperatingSystemFamily operatingSystemFamily { get; }static int processorCount { get; }static int processorFrequency { get; }static string processorType { get; }static bool supportsAccelerometer { get; }static bool supportsAudio { get; }static bool supportsComputeShaders { get; }static bool supportsGyroscope { get; }static bool supportsInstancing { get; }static bool supportsLocationService { get; }static bool supportsShadows { get; }static bool supportsVibration { get; }static int systemMemorySize { get; }Methods 2
static bool SupportsRenderTextureFormat(RenderTextureFormat format)static bool SupportsTextureFormat(TextureFormat format)Not in Tassix yet 90
GetCompatibleFormat GetGraphicsFormat GetRenderTextureSupportedMSAASampleCount GetTiledRenderTargetStorageSize IsFormatSupported SupportsBlendingOnRenderTextureFormat SupportsRandomWriteOnRenderTextureFormat SupportsTypedUAVShaderLoadStoreOnGraphicsFormat SupportsVertexAttributeFormat computeSubGroupSize constantBufferOffsetAlignment copyTextureSupport foveatedRenderingCaps graphicsDeviceID graphicsDeviceVendorID graphicsMultiThreaded graphicsUVStartsAtTop hasDynamicUniformArrayIndexingInFragmentShaders hasHiddenSurfaceRemovalOnGPU hasMipMaxLevel hasTiledGPU hdrDisplaySupportFlags maxAnisotropyLevel maxComputeBufferInputsCompute maxComputeBufferInputsDomain maxComputeBufferInputsFragment maxComputeBufferInputsGeometry maxComputeBufferInputsHull maxComputeBufferInputsVertex maxComputeWorkGroupSize maxComputeWorkGroupSizeX maxComputeWorkGroupSizeY maxComputeWorkGroupSizeZ maxConstantBufferSize maxCubemapSize maxGraphicsBufferSize maxTexture3DSize maxTextureArraySlices maxTiledPixelStorageSize processorManufacturer processorModel renderingThreadingMode supportedRandomWriteTargetCount supportedRenderTargetCount supports2DArrayTextures supports32bitsIndexBuffer supports3DRenderTextures supports3DTextures supportsAnisotropicFilter supportsAsyncCompute supportsAsyncGPUReadback supportsCompressed3DTextures supportsConservativeRaster supportsCubemapArrayTextures supportsDepthFetchInRenderPass supportsDynamicResolution supportsGeometryShaders supportsGpuRecorder supportsGraphicsFence supportsHardwareQuadTopology supportsIndirectArgumentsBuffer supportsIndirectDispatchRays supportsInlineRayTracing supportsMachineLearning supportsMemorylessTextures supportsMipStreaming supportsMotionVectors supportsMultisampleAutoResolve supportsMultisampleResolveDepth supportsMultisampleResolveStencil supportsMultisampled2DArrayTextures supportsMultisampledBackBuffer supportsMultisampledShaderResolve supportsMultisampledTextures supportsMultiview supportsParallelPSOCreation supportsRawShadowDepthSampling supportsRayTracing supportsRayTracingShaders supportsRenderTargetArrayIndexFromVertexShader supportsRendering supportsSeparatedRenderTargetsBlend supportsSetConstantBuffer supportsSparseTextures supportsStoreAndResolveAction supportsTessellationShaders supportsTextureWrapMirrorOnce supportsVariableRateShading usesLoadStoreActions usesReversedZBuffer
Checked against Unity
Conformance scenarios that exercise it, recorded in Unity and compared event by event.