Quality Settings
Reference Manual > Components > Settings Managers > Quality Settings

Quality Settings

You can tune Quality Settings by choosing Edit->Project Settings->Quality.


The Quality Settings

Properties

Default Standalone QualityDefault quality setting used for standalone players.
Default Web Player QualityDefault quality setting used for web players.
Editor QualityThe current quality setting used in the editor for previewing.
Fastest, Fast, Simple, ...The quality setting details for different global quality settings.
Pixel Light CountThe maximum number of pixel light counts used. If there are more lights affecting an object, the light will automatically be represented as a vertex light.
ShadowsWhich type of Shadows is allowed.
Shadow ResolutionGlobal shadow detail level. This is used by default on all Lights that do not specify per-light shadow resolution.
Shadow CascadesNumber of "shadow cascades" for directional light shadows. Higher cascade count results in better looking, but slower shadows. See directional shadow details page.
Shadow DistanceDistance in world units where shadows are visible. Beyond this distance from the camera, shadows are not drawn. See Shadows page for details.
Blend WeightsThe number of blend weights Unity will use on a skinned mesh. 2 Bones is usually a very good tradeoff between speed and quality.
Texture QualityShould Unity decrease the resolution of all textures.
Anisotropic TexturesAnisotropic filtering increases texture quality when viewing the texture at a steep angle, but incurs a performance cost. You can modify Anisotropic filter level per texture, see Texture2D.
Soft VegetationA Unity Terrain optimization feature. When enabled, all vegetation's edges will be properly alpha blended. When disabled, grass and trees are drawn in one pass using alpha testing, but no alpha blending, so vegetation is either fully opaque or fully transparent. This is less realistic, but faster to render on older hardware. Custom shaders can also hook up to this option, by using RequireOptions tag.
Anti AliasingShould anti-aliasing be used. This removes blocky edges but incurs a performance cost, see below.
Sync To VBLSynchronize to screen refresh rate. This will slow down the game but avoid any tearing artifacts.

You can adjust each of the 6 quality settings individually to fit your game. The end-user can then choose the Quality Setting in the Screen Selector of the standalone player. You can also access and modify it from scripting.

The Quality Settings are by default initialized to some good values that work across a wide range of games.

Note that Anti Aliasing and Sync To VBL currently do not live update when inside of the editor. You have to restart the editor or player to see the effect.

Anti-aliasing

Anti aliasing improves the appearance of polygon edges, so they are not "jagged", but smoothed out on the screen. However, it incurs a performance cost for the graphics card and uses more video memory (there's no cost on the CPU though). The level of anti-aliasing determines how smooth polygon edges are (and how much video memory does it consume).


Without anti-aliasing, polygon edges are "jagged".

With 6x anti-aliasing, polygon edges are smoothed out.