Version: 2023.2
言語: 日本語

EditorSettings

class in UnityEditor

/

継承:Object

マニュアルに切り替える

説明

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

Static 変数

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.
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.
projectGenerationRootNamespaceroot 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。
projectGenerationUserExtensionsUnity 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
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).
unityRemoteCompressionUnity 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。
unityRemoteDeviceUnity Remote の機能で使用するデバイス ID を取得/設定します。
unityRemoteJoystickSourceUnity 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。
unityRemoteResolutionUnity 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。
useLegacyProbeSampleCountEnable the legacy fixed sample counts for baking Light Probes with Progressive Lightmapper.

継承メンバー

変数

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameオブジェクト名

Public 関数

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

Static 関数

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.
Instantiateoriginal のオブジェクトをクローンします

Operator

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。
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