diff --git a/Assets/TEngine/Runtime/GameFramework/Utility/Utility.DevicePerformance.cs b/Assets/TEngine/Runtime/GameFramework/Utility/Utility.DevicePerformance.cs index 81a4eb15..cb4ef896 100644 --- a/Assets/TEngine/Runtime/GameFramework/Utility/Utility.DevicePerformance.cs +++ b/Assets/TEngine/Runtime/GameFramework/Utility/Utility.DevicePerformance.cs @@ -24,7 +24,7 @@ namespace TEngine { //根据目前硬件配置三个平台设置了不一样的评判标准(仅个人意见)。 //CPU核心数。 -#if UNITY_EDITOR || UNITY_STANDALONE_WIN +#if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_LINUX if (SystemInfo.processorCount <= 2) #elif UNITY_STANDALONE_OSX || UNITY_IPHONE if (SystemInfo.processorCount < 2) @@ -41,7 +41,7 @@ namespace TEngine int graphicsMemorySize = SystemInfo.graphicsMemorySize; //内存。 int systemMemorySize = SystemInfo.systemMemorySize; -#if UNITY_EDITOR || UNITY_STANDALONE_WIN +#if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_LINUX if (graphicsMemorySize >= 4000 && systemMemorySize >= 8000) return DevicePerformanceLevel.High; else if (graphicsMemorySize >= 2000 && systemMemorySize >= 4000)