Choose budgets using the intended camera/aspect/zoom range, then inspect target-device cost. A tier label does not establish a frame-rate guarantee.
Built-in quality tiers#
| Budget | Low | Medium | High |
|---|---|---|---|
| Max rays / emitter | 3 | 8 | 24 |
| Particle multiplier | 0.25 | 0.60 | 1.00 |
| Fog density multiplier | 0.40 | 0.75 | 1.00 |
| Fog position interval | 0.15 s | 0.075 s | 0.033 s |
| Tile cap / scroller | 128 | 256 | 512 |
An assigned Custom Preset overrides selected-tier budgets. With Apply Tile Budget enabled, the smaller authored Max Tiles/tier cap wins.
Custom preset reference#
This is the reusable Quality Preset Inspector, not the Performance section itself. Assign/apply it through the environment's quality controls or API.
Start at Medium, compare Low and verify fog alpha/cadence as well as particles/rays. Lower fog density also changes mood. If tile caps break coverage, use larger source tiles, less zoom-out/padding or a sufficient custom/authored budget.
Runtime updates and profiling#
Call quality.Apply() after changing a custom asset's values. SetQuality(tier) clears customPreset and chooses a built-in tier. After adding/removing effect/scroller objects, call quality.Refresh() to rediscover them.
Profile CPU/GPU time, batches, memory and particles in an actual target build. Pool count is not layer count. Prioritize continuous coverage before reducing a tile budget.