Version: Unity 6 Beta (6000.0)
LanguageEnglish
  • C#

EditorSettings

class in UnityEditor

/

Inherits from:Object

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Description

User settings for Unity Editor.

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

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.
enableCookiesInLightmapperDetermines whether cookies should be evaluated by the Progressive Lightmapper during Global Illumination calculations.
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.
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.
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.

Inherited Members

Properties

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.
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