Information
Displays information about the operating environment.
Note: Items for which values cannot be retrieved depending on the operating environment of the application will be hidden.
When "Save changes" is enabled in NOA Debugger Settings, the values will be kept even if you restart the app.
Common Function

1. Tab Button
Switching between the [App], [Device] and [Custom] tabs will change the screen display. The default display is [App].
2. System Item Selection Switch
Press the[]button to toggle the system item selection mode.
Refer to the explanation below for details on the system item selection mode.
Also displays the number of currently selected system items.
3. Information Refresh Button
Pressing [] button will refresh the information displayed.
Display content is auto refreshed by long pressing the [] button.
System Item Selection Mode
Switch to system item selection mode using the system item selection switch.
In system item selection mode, you can select multiple system items and perform copy, download, and send operations on the selected items.

1. System Item
Press a system item to select it.
2. Select All
By pressing the [ Select All] button, select all system items in the currently displayed tab at once.
3. Deselect All
By pressing the [ Deselect All] button, deselect all system items in the currently displayed tab at once.
4. Copy Button
By pressing the [ Copy] button, the contents of the selected system items are copied to the clipboard.
If there are no selected system items, you cannot press the[ Copy] button.
5. Download Button
By pressing the [ Download] button, a dialog to download the selected system items will be displayed.
If there are no selected system items, you cannot press the[ Download] button.
Please refer to About Download for information on the download dialog.
6. Send Button
By pressing the [ Send] button to execute the "OnSend" callback.
The list of selected logs will be passed as an argument to "OnSend".
For details on "OnSend", refer to NoaInformation.
If there are no selected system items or the callback is not registered, you cannot press the[ Send] button.
App
Explains the information when the [App] tab is displayed.

For each of the following system items, those marked with "✓" in the "Editable" column can be modified in the UI.
Build
| Item | Description | Editable |
|---|---|---|
| Company Name | The application company name. | ✗ |
| Product Name | The application product name. | ✗ |
| Identifier | The application identifier. | ✗ |
| Version | The application version number. | ✗ |
| Unity Version | The version of the Unity runtime used to play the content. | ✗ |
| Scripting Backend | The scripting backend (IL2CPP or Mono). | ✗ |
| Debug Build | Whether the application is built as a development build. | ✗ |
Runtime
| Item | Description | Editable |
|---|---|---|
| Platform | The platform the game is running on. | ✗ |
| Current Scene | The currently active Scene. | ✗ |
| Scene Play Time | The time in seconds since the last non-additive scene finished loading. | ✗ |
| App Play Time | The real time in seconds since the game started. | ✗ |
| Time Scale | The scale at which time passes. | ✓ |
| Run in Background | Whether the player should run when the application is in the background. | ✓ |
Screen
| Item | Description | Editable |
|---|---|---|
| Width | The current width of the screen window in pixels. | ✗ |
| Height | The current height of the screen window in pixels. | ✗ |
| Target Frame Rate | The target frame rate at which Unity tries to render your game. | ✓ |
| Full Screen | Whether full-screen mode for the application is enabled. | ✓ |
| Full Screen Mode | The display mode of your application. | ✓ |
| Orientation | The logical orientation of the screen. | ✓ |
Graphics Settings
| Item | Description | Editable |
|---|---|---|
| Render Pipeline | The RenderPipelineAsset type that defines the active render pipeline (Built-in, HDRP or URP). | ✗ |
| SRP Batching | Whether SRP batcher at runtime is enabled (available when "Render Pipeline" is not "Built-in". | ✓ |
| Render Scale (URP) | The multiplier for the internal rendering resolution (available in URP environment). | ✓ |
| Active Color Space | The active color space. | ✗ |
| Desired Color Space | The desired color space. | ✗ |
| Quality Level | The current graphics quality level. | ✓ |
| Anti Aliasing | The level of Multi-Sample Anti-aliasing (MSAA) that the GPU performs. | ✓ |
| Shadow Quality | The real-time shadows type to be used. | ✓ |
| Shadow Resolution | The default resolution of the shadow maps. | ✓ |
| Shadow Distance | The shadow drawing distance. | ✓ |
| Shadow Cascade | The number of cascades to use for directional light shadows. | ✓ |
| LOD Bias | The global multiplier for the LOD's switching distance. | ✓ |
| Global Texture Mipmap Limit | How many of the highest-resolution mips of each texture Unity does not upload at the given quality level (available on Unity 2022.2 or newer). | ✓ |
| V-Sync Count | The number of vertical syncs that should pass between each frame. | ✓ |
Logging
| Item | Description | Editable |
|---|---|---|
| Enabled | Whether runtime debug logging is enabled. | ✓ |
| Filter Log Type | The types of debug log message is enabled. | ✓ |
| Stack Trace Log Type (Exception) | The logging options of exception logs. | ✓ |
| Stack Trace Log Type (Assert) | The logging options of assert logs. | ✓ |
| Stack Trace Log Type (Error) | The logging options of error logs. | ✓ |
| Stack Trace Log Type (Warning) | The logging options of warning logs. | ✓ |
| Stack Trace Log Type (Log) | The logging options of regular logs. | ✓ |
| Console Log Path | The path to the console log file, or an empty string if the current platform does not support log files. | ✗ |
Other
| Item | Description | Editable |
|---|---|---|
| Persistent Data Path | The path to a persistent data directory. | ✗ |
| Streaming Assets Path | The path to the StreamingAssets folder. | ✗ |
| Temporary Cache Path | The path to a temporary data / cache directory. | ✗ |
| Data Path | The path to the game data folder on the target device. | ✗ |
| Installer Name | The name of the store or package that installed the application. | ✗ |
| Install Mode | Application install mode. | ✗ |
| Command Line Args | The string array containing the command-line arguments for the current process. | ✗ |
| Absolute URL | The URL of the document. For WebGL, this a web URL. For Android, iOS, or Universal Windows Platform (UWP) this is a deep link URL. | ✗ |
| Build GUID | The GUID for this build. | ✗ |
| Cloud Project ID | The unique cloud project identifier. It is unique for every project. | ✗ |
Device
Explains the information when the [Device] tab is displayed.

All system items displayed in the [Device] tab cannot be modified in the UI.
General
| Item | Description |
|---|---|
| Model | The model of device. |
| Type | The kind of device the application is running on. |
| Name | The user defined name of the device. |
OS
| Item | Description |
|---|---|
| Name | The operating system name with version. |
| Family | The operating system family the game is running on. |
Processor
| Item | Description |
|---|---|
| Type | The processor name. |
| Count | The number of processors present. |
| Frequency (MHz) | The processor frequency in MHz. |
Graphics Device
| Item | Description |
|---|---|
| Name | The name of the graphics device. |
| Version | The graphics API type and driver version used by the graphics device. |
| Type | The graphics API type used by the graphics device. |
| Vendor | The vendor of the graphics device. |
| Memory Size (MB) | The amount of video memory present. |
| Multi Threaded | Whether the graphics device is using multi-threaded rendering. |
| Shader Level | The graphics device shader capability level. |
System Memory
| Item | Description |
|---|---|
| Total Size (MB) | The amount of system memory present. |
Display
| Item | Description |
|---|---|
| Resolution | The current screen resolution. |
| Aspect | The screen aspect ratio. |
| Refresh Rate (Hz) | The resolution's vertical refresh rate in Hz. |
| DPI | The current DPI of the screen / device. |
| Safe Area | The safe area of the screen in pixels. |
| HDR | The bitwise combination of HDRDisplaySupportFlags describing the support for HDR displays on the system. |
Graphics Support
| Item | Description |
|---|---|
| Max Texture Size | The maximum texture size in pixels. |
| Max Cubemap Size | The maximum cubemap texture size in pixels. |
| Instancing | Whether GPU draw call instancing is supported. |
| Compute Shaders | Whether compute shaders are supported. |
| Geometry Shaders | Whether geometry shaders are supported. |
| Tessellation Shaders | Whether tessellation shaders are supported. |
| Variable Rate Shading | Whether variable rate shading is supported (available on Unity 6000.1 or newer). |
| Shadows | Whether built-in shadows are supported. |
| Raw Shadow Depth Sampling | Whether sampling raw depth from shadowmaps is supported. |
| NPOT Support | What NPOT (non-power of two size) texture support does the GPU provide. |
| 3D Textures | Whether 3D (volume) textures are supported. |
| 3D Render Textures | Whether 3D (volume) RenderTextures are supported. |
| 2D Array Textures | Whether 2D Array textures are supported. |
| Cubemap Array Textures | Whether cubemap array textures are supported. |
| Sparse Textures | Whether sparse textures are supported. |
| Copy Texture Support | The support for various Graphics.CopyTexture cases. |
| Ray Tracing | Whether ray tracing is supported (available Unity 2021.2 or newer). |
| Rendering Threading Mode | Application's actual rendering threading mode. |
Texture Format Support
| Item | Description |
|---|---|
| ASTC | Whether any of ASTC texture formats are supported on this device. |
| ETC1 | Whether ETC1 texture format is supported on this device. |
| ETC2 | Whether ETC2 texture format is supported on this device. |
| DXT1 | Whether DXT1 texture format is supported on this device. |
| DXT5 | Whether DXT5 texture format is supported on this device. |
| BC4 | Whether BC4 texture format is supported on this device. |
| BC5 | Whether BC5 texture format is supported on this device. |
| BC6H | Whether BC6H texture format is supported on this device. |
| BC7 | Whether BC7 texture format is supported on this device. |
| PVRTC | Whether any of PVRTC texture formats are supported on this device (available on Unity 6000.0 or earlier). |
Feature Support
| Item | Description |
|---|---|
| Audio | Whether there is an Audio device available for playback. |
| Accelerometer | Whether an accelerometer is available on the device. |
| Gyroscope | Whether a gyroscope is available on the device. |
| Location Service | Whether the device is capable of reporting its location. |
| Vibration | Whether the device is capable of providing the user haptic feedback by vibration. |
Network
| Item | Description |
|---|---|
| Reachability | The type of internet reachability currently possible on the device. |
System
| Item | Description |
|---|---|
| Language | The language in which the user's operating system is running in. |
| Region | The culture used by the current thread. |
| Time Zone | The local time zone. |
| Local Date Time | The current date and time on this computer, expressed as the local time. |
Input
| Item | Description |
|---|---|
| Touchscreen | Whether a touchscreen device is detected. |
| Mouse | Whether a mouse device is detected. |
| Keyboard | Whether a keyboard device is detected. |
| Gamepads | Whether a joystick or gamepad device is detected. |
| XR | Whether XR for the application is enabled. |
Custom
Explains how to use the [Custom] tab.

Registering Custom Data
You can register custom data through NoaDebugger.CustomInformationRegister.
For details, please refer to NoaDebugger.CustomInformationRegister.
APIs Provided by NOA Debugger
Please refer to the API List for the APIs provided by Information.
