# GetCacheServerEnableUpload()

> Gets the Cache Server Upload option from Editor Settings.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.7/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public static bool GetCacheServerEnableUpload()
```

### Returns

| Type                                                          | Description                                                                       |
| ------------------------------------------------------------- | --------------------------------------------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | Returns true when Upload to the Cache Server is enabled. Returns false otherwise. |

### Examples

```csharp
using UnityEngine;
using UnityEditor;

public class AssetDatabaseExamples : MonoBehaviour

{
    [MenuItem("AssetDatabase/Set Cache Server Project Settings")]
    static void SetCacheServerProjectSettings()
    {
        EditorSettings.cacheServerMode = CacheServerMode.Enabled;
        Debug.Log("Is Cache Server enabled? - " + AssetDatabase.IsCacheServerEnabled());

        EditorSettings.cacheServerEndpoint = "192.168.31.210:10443";
        Debug.Log("Cache Server IP and Port number: " + AssetDatabase.GetCacheServerAddress() + ":" + AssetDatabase.GetCacheServerPort());

        EditorSettings.cacheServerEnableTls = false;

        EditorSettings.cacheServerEnableDownload = true;
        Debug.Log("Is Cache Server download enabled? - " + AssetDatabase.GetCacheServerEnableDownload());

        EditorSettings.cacheServerEnableUpload = true;
        Debug.Log("Is Cache Server upload enabled? - " + AssetDatabase.GetCacheServerEnableUpload());

        EditorSettings.cacheServerNamespacePrefix = "default";
        Debug.Log("Cache Server Namespace prefix: " + AssetDatabase.GetCacheServerNamespacePrefix());

        //This command is required to apply changes to some of the EditorSettings properties above
        AssetDatabase.RefreshSettings();
    }
}
```
