[null,null,["最后更新时间 (UTC):2025-08-26。"],[],[],null,["This document describes how to set annotations, fidelity parameters, and quality\nlevels in your Unity project.\n\nAnnotations\n\nAnnotations give contextual information about what your game is doing when a\ntick is recorded.\n\nDefault annotations\n\nThe plugin defines one default annotation for you:\n\n- ***Scene***: Contains the identifier of the current scene being played; useful in cases where most of your levels map to a single scene in your project\n\nTo see these annotations in UI, do the following:\n\n1. Select **Google \\\u003e Android Performance Tuner**.\n2. Select the **Annotation parameters** tab and then click **Use custom\n parameters**.\n\n\n **Figure 1.** **Annotation parameters** tab in the plugin\n\nDefine and use a custom annotation\n\nTo create a custom annotation, do the following:\n\n1. On the **Annotation parameters** tab, click the **+** button to create a new annotation.\n2. In the new row, click on the **Type** column and select **Add or update\n enum**. As an example, you can make an enumeration for the game difficulty.\n\n | **Note:** Use CamelCase (with an initial capital) for enum type names and CAPITALS_WITH_UNDERSCORES for the enum values.\n3. Click the **Add New Enum** button after specifying the enum values.\n\n\n **Figure 2.** Add a new enum\n4. Select the new type in the **Type** column. Enter a name for the parameter\n in the **Parameter name** column.\n\n\n **Figure 3.** Select the new enum\n5. Click the **Apply** button to let the plugin regenerate the protocol buffer\n files and classes.\n\nTo set this annotation in your game, call\n[`SetCurrentAnnotation()`](/games/sdk/reference/performance-tuner/unity/class/google/android/performance-tuner/android-performance-tuner-t-fidelity-t-annotation-#setcurrentannotation): \n\n tuner.SetCurrentAnnotation(new Annotation\n {\n Scene = Scene.AssetsScenesMainmenu,\n Difficulty = Difficulty.Medium\n });\n\nDefine fidelity parameters and quality levels\n\nFidelity parameters reflect the performance and graphical settings of your game.\nQuality levels are used to annotate sessions so that you can determine if\ndevices are running on a quality level that is too high (resulting in lower\nperformance) or too low (resulting in unnecessarily reduced fidelity).\n\nYour game might already have different fidelity parameters such as the\nfollowing:\n\n- Shadow quality\n- Texture resolution\n- Particle effects quality\n\nThese parameters can be regrouped into quality levels (for example \"low\",\n\"medium\", and \"high\"). To have these parameters properly reported by\nAndroid Performance Tuner, and then analyzed and visualized in the\nGoogle Play Console, you must expose the parameters to the plugin. Add your\nfidelity parameters in the **Fidelity parameters** tab.\n\n\n**Figure 4.** **Fidelity parameters** tab in the plugin\n\nSelect **Use custom parameters**, and then define a set of parameters. Each\nparameter has a type, like annotations.\n\nUse the\n[`SetFidelityParameters()`](/games/sdk/reference/performance-tuner/unity/class/google/android/performance-tuner/android-performance-tuner-t-fidelity-t-annotation-#setfidelityparameters)\nfunction to set the fidelity parameters as appropriate in your game: \n\n tuner.SetFidelityParameters(new FidelityParams\n {\n ParticleDetails = 1.0f,\n ShadowQuality = ShadowQuality.High,\n TextureResolution = 2048,\n });\n\nNext, define different quality levels that will be used to group the data in the\nGoogle Play Console and give you better insights. Add your quality levels in\nthe **Quality levels** tab.\n\nClick the **Add Level** button to add your first level. Define multiple levels\nthat follow a trend. For example, define levels for the lowest quality level to\nthe highest.\n\n\n**Figure 5.** **Quality levels** tab in the plugin"]]