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Unity Engine


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Unity Engine


EditorSettings

User settings for Unity Editor.
Read time 6 minutesLast updated 2 days ago

Definition

public sealed class EditorSettings : Object

Remarks

Use EditorSettings to apply Editor Project Settings to your Unity Project. You can control settings such as version control, streaming settings, and Asset serialization.
Additional Resources: Editor Project Settings

Static Properties

Property

Description

assetNamingUsesSpaceControls whether to insert a space before a number in duplicated Asset names.
assetPipelineModeSelect the assetpipeline mode.
asyncShaderCompilationEnable asynchronous Shader compilation in Game and Scene view.
cacheServerDownloadBatchSizeControls the size of the batches used when making cacheserver download requests.
cacheServerEnableAuthToggle whether to enable authentication to cache server.
cacheServerEnableDownloadToggle whether to enable downloading from cache server.
cacheServerEnableTlsToggle whether to enable TLS encryption to cache server.
cacheServerEnableUploadToggle whether to enable uploading from cache server.
cacheServerEndpointCache server endpoint IP address
cacheServerModeSelect cache server mode
cacheServerNamespacePrefixSets the namespace prefix to use for the cache server.
cacheServerValidationModeSelect Accelerator server validation mode.
cachingShaderPreprocessorThis property is now obsolete. Unity always uses the Caching Shader Preprocessor.
enableTextureStreamingInEditModeEnable texture mipmap streaming system when in Edit Mode.
enableTextureStreamingInPlayModeEnable texture mipmap streaming system when in Play Mode.
enterPlayModeOptionsDetermines the state of the Enter Play Mode Options in the Unity Editor.
enterPlayModeOptionsEnabledDetermines whether the Enter Play Mode Options are enabled in the Unity Editor or not.
forceAssetUnloadAndGCOnSceneLoadForces a managed heap garbage collection and unloads unused assets after loading a scene in single mode in the Editor or exiting Prefab Mode. Disabling this can improve performance if you do not rely on managed class finalizers being called at that time.
gameObjectNamingDigitsIndicates the amount of digits to use for the numbers in a duplicated GameoObject's name.
gameObjectNamingSchemeIndicates which naming scheme to use for duplicated GameObjects.
lineEndingsForNewScriptsDetermines what line endings to use in a new C# file created in the Editor.
prefabModeAllowAutoSaveAllow Auto Save in Prefab Mode for this project.
prefabRegularEnvironmentAllows you to specify a Scene to use as the editing environment for Prefabs.
prefabUIEnvironmentAllows you to specify a Scene to use as the editing environment for UI Prefabs.
projectGenerationRootNamespaceControls which root namespace gets written into the c# .csproj projects that Unity generates.
projectGenerationUserExtensionsControls list of extensions of files that will be included in the c# .csproj projects that Unity generates.
referencedClipsExactNamingControls which referenced clips an humanoid rig is able to update when using @convention files.
refreshImportModeControls the Editor's use of parallel processes when it imports assets during an asset database refresh, for this project.
serializeInlineMappingsOnOneLineForces Unity to write references and similar YAML structures on one line, which reduces version control noise.
shadowmaskStitchingApply seam stitching to Shadowmask Lightmaps.
spritePackerPaddingPowerPower of 2 value to add a boundary (padding) to Sprites packed to the Atlas (Legacy Sprite Packer).
unityRemoteCompressionGets or sets compression method used for Unity Remote screen stream.
unityRemoteDeviceGets or sets device ID used for Unity Remote feature.
unityRemoteJoystickSourceGets or sets joystick source used in editor when Unity Remote is connected.
unityRemoteResolutionGets or sets resolution used for Unity Remote screen stream.
useLegacyProbeSampleCountEnable the legacy fixed sample counts for baking Light Probes with Progressive Lightmapper.

Enums

Enum

Description

EditorSettings.NamingSchemeWhich naming scheme to use for duplicated GameObjects.

Inheritance

Inherited Members

Operators

Operator

Description

operator ==Compares two object references to see if they refer to the same object.
boolDetermines whether the object exists.
operator !=Compares if two objects refer to a different object.