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Unity Engine


Editor project settings reference

Apply global settings for working in the Unity Editor.
Read time 11 minutesLast updated 12 days ago

Use the Editor settings to apply global settings for working in the Unity Editor. To access the Editor settings, go to Edit >
Project Settings

?

then select the Editor category.

Unity Remote

Unity Remote is deprecated. For most use cases, Device Simulator package replaces Unity Remote.

Property

Description

DeviceChoose the device type you want to use for Unity Remote testing.
Unity Remote is a downloadable app designed to help with Android, iOS and tvOS development.
CompressionChoose the type of image compression to use when transmitting the game screen to the device via Unity Remote. Choose from the following options:
  • JPEG: Usually gives higher compression and performance, but the graphics quality is a little lower. This is the default option.
  • PNG: Gives a more accurate representation of the game display, but can result in lower performance.
ResolutionChoose the resolution the game runs at on Unity Remote:
  • Downsize: Display the game at a lower resolution. This results in better performance, but lower graphical accuracy. This is the default option.
  • Normal: Display the game at normal resolution. This results in better graphical accuracy, but lower performance.
Joystick SourceChoose the connection source for the joysticks you're using:
  • Remote: Use joysticks that connect to a device running Unity Remote. This is the default option.
  • Local: Use joysticks that connect to the computer running the Editor.

Asset Serialization

Property

Description

ModeChoose which format to use for storing serialized Assets. This is set to Force Text by default.
Unity uses serialization to load and save assets and AssetBundles to and from your computer’s hard drive. To help with version control merges, Unity can store scene files in a text-based format. If you aren't merging scenes, Unity can store scenes in a more space-efficient binary format, or allow both text and binary scene files to exist at the same time. Choose from the following formats:
  • Mixed: Assets in Binary mode remain in Binary mode, and Assets in Text mode remain in Text mode. Unity uses Binary mode by default for new assets.
  • Force Binary: Convert all assets to Binary mode, including new assets.
  • Force Text: Convert all assets to Text mode, including new assets. This is the default option.

Scene Handling

Property

Description

Force GC on Scene LoadsForce a managed heap garbage collection and unload unused assets after loading each scene in the Editor in single mode or exiting prefab editing mode. In complex projects, this can slow down performance. Disable this if you do not require class finalizers to run at the end of scene loading. Note that regular dynamic GC and unused asset unloading still occur when memory usage is high, but without this option, class finalizers might not run immediately after each scene load.

Default Behavior Mode

Property

Description

ModeChoose the default 2D or 3D development mode. Unity sets up the certain default behaviors according to the mode you choose to make development easier:
  • 3D: Set Unity up for 3D development. This is the default option.
  • 2D: Set Unity up for 2D development.

Asset Pipeline

Property

Description

Remove unused Artifacts on RestartEnable to remove unused artifact files in the Library folder and remove their entries in the Asset Database. This setting is a form of garbage collection. Use this setting to disable the Asset Database garbage collection, so that previous artifact revisions which are no longer used are still preserved after you restart the Editor. This is useful if you need to debug unexpected import results. To learn more, refer to Import Activity window.
Parallel ImportUse multiple processes to import assets simultaneously. By default, Unity imports assets one after another sequentially on the main Editor process. Parallel importing can be faster than the default sequential method of importing. To learn more, refer to Importing assets out of process
Desired worker countSet the number of import worker processes that the import pipeline considers the optimal number to run in parallel.
Standby Import Worker CountSet the minimum number of worker processes to keep, even if they’re idle. If there are more worker processes than this, Unity shuts down import workers that have been idle for some time, to free up system resources. This property allows you to manage how Unity balances system resources when some processes are idle, compared with the time it takes to start up new import worker processes. You might see an improvement in import performance by increasing this value if you are frequently iterating on model, animation or texture work, and are therefore frequently importing batches of models or image files.
Idle Import Worker Shutdown DelaySet the amount of time in seconds to wait before shutting down an idle worker.
Exactly Match Referenced Clip NamesControls how referenced clips are matched with models animated in Legacy mode. When enabled, model names and referenced clip names must exactly match. When disabled, only the start of the model name must match the referenced clip name.

Accelerator Cache Server (project specific)

Contains project-specific settings for Unity Accelerator. Use the settings in the Preferences window for global configuration.

Setting

Description

ModeChoose whether to use Unity Accelerator. Choose from the following options:
  • Use global settings: Uses the settings in the Preferences window (Settings > Asset Pipeline > Unity Accelerator).
  • Enabled: Enable the cache server.
  • Disabled: Disable the cache server.
IP AddressInput the Accelerator's IP address and optionally set a port. If you don't specify a port, Unity uses the default port of
10080
.
Check ConnectionSelect Check Connection to test the connectivity of the Accelerator.
Namespace prefixSet a custom namespace for the server.
Import Result CachingUses import result caching to cache assets.
DownloadEnable downloads from the cache server.
UploadEnable uploads from the cache server.
TLS/SSLEnable encryption on the cache server.
Content ValidationSelect the level of content validation: Disabled, Upload Only, Enabled, Required.
Download Batch SizeSet the size of download.

Prefab Mode

Contains settings related to prefab editing mode.

Property

Description

Allow Auto SaveEnable an Auto Save toggle in prefab editing mode. When Allow Auto Save is disabled, any edits you make aren't automatically saved and the toggle doesn't display. For more information, refer to Automatically save edits to the prefab asset.
Regular EnvironmentAssign a scene as an editing environment in prefab editing mode for regular prefabs (those with a regular Transform component). This allows you to edit a prefab against a backdrop of your choosing rather than an empty scene. For more information, refer to Editing prefab assets.
UI EnvironmentAssign a scene as an editing environment in prefab editing mode for UI prefabs (those with a Rect Transform component). This allows you to edit a prefab against a backdrop of your choosing rather than an empty scene. For more information, refer to Editing prefab assets.

Graphics

Property

Description

Use legacy Light Probe sample countsUse fixed Light Probe sample counts for baking with the light baker. The sample counts are: 64 direct samples, 2048 indirect samples, and 2048 environment samples.
Note: Environment samples only apply to the Progressive Light Baker.

Sprite Atlas

Property

Description

ModeChoose a mode to configure the Sprite Atlas tool:
  • Disabled: Do not pack Sprite Atlases. This is the default setting.
  • Sprite Atlas V1 - Enabled For Builds: Pack Sprite Atlases for builds only.
  • Sprite Atlas V1 - Always Enabled: Pack Sprite Atlases for builds and before entering Play mode.
  • Sprite Atlas V2 - Enabled: Pack Sprite Atlases for both builds and before entering Play mode.
  • Sprite Atlas V2 - Enabled For Builds: Pack Sprite Atlases for builds only.

C# Project Generation

Property

Description

Additional extensions to includeInclude a list of additional file types to add to the C# project. Separate each file type with a semicolon. By default, this field contains
txt;xml;fnt;cd;asmdef;rsp;asmref
.
Root namespaceFill in the namespace to use for the C# project
RootNamespace
property. Refer to Common MSBuild Project Properties for more information. This field is blank by default.

Texture Compressors

Property

Description

BC7 CompressorSelect the compressor to use for BC7 format texture compression.
ETC CompressorSelect the compressors to use for different compression qualities of ETC Textures.
The compression tools available are etcpak, ETCPACK and Etc2Comp. These are all third-party compressor libraries. Choose from the following:
  • Default: Use the default configuration for Unity. This sets the following properties: Fast: etcpack, Normal: ETCPACK Fast, Best: Etc2Comp Best.
  • Custom: Customize the ETC Texture compression configuration. When you choose this option, the Fast, Normal, and Best properties are enabled. This maps to the Compressor Quality setting in the Texture Importer for the supported platforms.
FastDefine the compression quality tool to use for Fast compression. This property is modifiable only when ETC Compressor is set to Custom.
NormalDefine the compression quality tool to use for Normal compression. This property is modifiable only when ETC Compressor is set to Custom.
BestDefine the compression quality tool to use for Best compression. This property is modifiable only when ETC Compressor is set to Custom.

Line Endings For New Scripts

Property

Description

ModeChoose the file line endings to apply to new scripts created within the Editor. Note that configuring these settings does not convert existing scripts. Choose from the following:
  • OS Native: Apply line endings based on the operating system the Editor is running on.
  • Unix: Apply line endings based on the Unix operating system.
  • Windows: Apply line endings based on the Windows operating system.

Texture Streaming Settings

If you enable Mipmap Streaming in the Editor for one mode but not the other, entering and exiting Play mode takes slightly longer. Enabling Mipmap Streaming for both modes prevents Unity from unloading and reloading mipmap data, and increases the speed of entering and exiting Play Mode.

Property

Description

Enable Mipmap Streaming in Play ModeEnable Mipmap Streaming in Play mode.

The Texture Mipmap Streaming setting in the Quality project settings must also be enabled.

Play mode might take longer to open and close if you enable this setting and disable Enable Mipmap Streaming in Edit Mode.
Enable Mipmap Streaming in Edit ModeEnable Mipmap Streaming in Edit Mode.

The Texture Mipmap Streaming setting in the Quality project settings must also be enabled.

Play mode might take longer to open and close if you enable this setting but disable Enable Mipmap Streaming in Play Mode.
Load texture data on demandLoad CPU-side texture data from disk asynchronously on demand to avoid some stalls and reduce CPU memory usage. If you enable mipmap streaming, this setting requires more processing time on the CPU, and might cause textures to temporarily appear at a lower resolution while Unity loads a higher resolution mipmap level from disk.

Shader Compilation

Property

Description

Asynchronous Shader CompilationEnable this checkbox to make Unity compile shaders in the background. While compiling, the Unity engine uses a placeholder Shader to render geometry in the Editor. When Shader compilation has finished, the engine swaps your Shader Variant back in. This means the Editor runs seamlessly, without having to wait for the Unity engine to compile every single Shader variant before rendering. For more information, refer to Asynchronous Shader compilation.

Enter Play Mode Settings

Property

Description

When entering play modeSelect code and scene reload behavior on entering Play mode. Domain reloading is when the Editor reloads scripts to reset static state on entering Play mode, and is off by default. Scene reloading is when the Editor destroys all scene GameObjects and reloads the scene from disk on entering Play mode, and is on by default. To enter Play mode faster, you can disable scene or domain reloads. For more information, refer to Code and Scene reload on entering Play mode. Choose from the following options:
  • Reload Domain and Scene: Reload both the domain and scene when you enter Play mode.
  • Reload Scene only: Reload the scene and do not reload the domain when you enter Play mode. This is the default setting.
  • Reload Domain only: Reload the domain and do not reload the scene when you enter Play mode.
  • Do not reload Domain or Scene: Do not reload either the scene or domain when you enter Play mode.

Numbering Scheme

Property

Description

Game Object NamingNaming scheme for duplicated GameObjects. Duplicated or instantiated GameObjects are named by appending successive numbers to the original object name.
Game Object DigitsSets the amount of digits to use for duplicated GameObject numbers.
Space Before Number in Asset NamesControls whether to insert a space before a number in duplicated Asset names.

Hierarchy

Property

Description

Use Legacy HierarchyUse the legacy Hierarchy window in this project. This setting is disabled by default. When you change this setting, any open Hierarchy windows update immediately.

Inspector

Property

Description

Use IMGUI Default InspectorRevert to using IMGUI to generate Default Inspectors where no custom Inspector or Editor is defined.

Build Profiles

Property

Description

Hide Classic PlatformsHide the classic platforms list in the Build Profiles window. For new projects, this setting is enabled by default.

Additional resources