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.
See Also: Editor Project Settings
assetNamingUsesSpace | Controls whether to insert a space before a number in duplicated Asset names. |
assetPipelineMode | Select the assetpipeline mode. |
asyncShaderCompilation | Enable asynchronous Shader compilation in Game and Scene view. |
cacheServerDownloadBatchSize | Controls the size of the batches used when making cacheserver download requests. |
cacheServerEnableAuth | Toggle whether to enable authentication to cache server. |
cacheServerEnableDownload | Toggle whether to enable downloading from cache server. |
cacheServerEnableTls | Toggle whether to enable TLS encryption to cache server. |
cacheServerEnableUpload | Toggle whether to enable uploading from cache server. |
cacheServerEndpoint | Cache server endpoint IP address |
cacheServerMode | Select cache server mode |
cacheServerNamespacePrefix | Sets the namespace prefix to use for the cache server. |
cacheServerValidationMode | Select Accelerator server validation mode. |
cachingShaderPreprocessor | This property is now obsolete. Unity always uses the Caching Shader Preprocessor. |
enableCookiesInLightmapper | Determines whether cookies should be evaluated by the Progressive Lightmapper during Global Illumination calculations. |
enableTextureStreamingInEditMode | Enable texture mipmap streaming system when in Edit Mode. |
enableTextureStreamingInPlayMode | Enable texture mipmap streaming system when in Play Mode. |
enterPlayModeOptions | Determines the state of the Enter Play Mode Options in the Unity Editor. |
enterPlayModeOptionsEnabled | Determines whether the Enter Play Mode Options are enabled in the Unity Editor or not. |
gameObjectNamingDigits | Indicates the amount of digits to use for the numbers in a duplicated GameoObject's name. |
gameObjectNamingScheme | Indicates which naming scheme to use for duplicated GameObjects. |
prefabModeAllowAutoSave | Allow Auto Save in Prefab Mode for this project. |
prefabRegularEnvironment | Allows you to specify a Scene to use as the editing environment for Prefabs. |
prefabUIEnvironment | Allows you to specify a Scene to use as the editing environment for UI Prefabs. |
projectGenerationRootNamespace | root の名前空間を取得するコントロールが Unity が生成する c# .csproj プロジェクトに書き込まれます。 |
projectGenerationUserExtensions | Unity が生成する c# .csproj プロジェクトに含まれるファイルの拡張子の制御の一覧 |
refreshImportMode | Controls the Editor's use of parallel processes when it imports assets during an asset database refresh, for this project. |
serializeInlineMappingsOnOneLine | Forces Unity to write references and similar YAML structures on one line, which reduces version control noise. |
spritePackerPaddingPower | Power of 2 value to add a boundary (padding) to Sprites packed to the Atlas (Legacy Sprite Packer). |
unityRemoteCompression | Unity Remote のスクリーンストリームで使用する圧縮方法を取得/設定します。 |
unityRemoteDevice | Unity Remote の機能で使用するデバイス ID を取得/設定します。 |
unityRemoteJoystickSource | Unity Remote が接続しているときにエディターで使用するジョイスティックを取得/設定します。 |
unityRemoteResolution | Unity Remote のスクリーンストリームで使用する解像度を取得/設定します。 |
useLegacyProbeSampleCount | Enable the legacy fixed sample counts for baking Light Probes with Progressive Lightmapper. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | original のオブジェクトをクローンします |
bool | オブジェクトが存在するかどうか |
operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します |
operator == | 2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。 |