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 is deprecated. For most use cases, Device Simulator package replaces Unity Remote.
Property | Description |
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Device | Choose the device type you want to use for Unity Remote testing. Unity RemoteA downloadable app designed to help with Android, iOS and tvOS development. The app connects with Unity while you are running your project in Play Mode from the Unity Editor. More info See in Glossary is a downloadable app designed to help with Android, iOS and tvOS development. |
Compression | Choose the type of image compression to use when transmitting the game screen to the device via Unity Remote. Choose from the following options:
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Resolution | Choose the resolution the game runs at on Unity Remote:
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Joystick Source | Choose the connection source for the joysticks you’re using:
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Property | Description |
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Mode | Choose 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:
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Reduce version controlA system for managing file changes. You can use Unity in conjunction with most common version control tools, including Perforce, Git, Mercurial and PlasticSCM. More info See in Glossary noise |
Forces the Editor to write references and similar YAML structures on one line, which reduces version control noise. When Unity reaches a line length of 80 characters it attempts to split the YAML data over multiple lines. |
Property | Description |
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Multi-process AssetBundle Building | Enable improvements to the AssetBundle Build Pipeline to reduce build times with multi process importing. Multi-process AssetBundle Building provides more efficient incremental content building. To learn more, refer to Multi-Process AssetBundle Building |
Property | Description | |
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Mode | Choose the default 2D or 3D development mode. Unity sets up the certain default behaviors according to the mode you choose to make development easier:
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Property | Description |
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Remove unused Artifacts on Restart | Enable 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 Import | Use 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 simultaneously |
Desired worker count | Set the number of import worker processes that the import pipeline considers the optimal number to run in parallel. |
Standby Import Worker Count | Set 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 Delay | Set the amount of time in seconds to wait before shutting down an idle worker. |
Contains settings for Unity Accelerator.
Setting | Description |
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Mode | Choose whether to use the cache server. Choose from the following options:
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IP Address | Input the acceleratorThe Unity Accelerator is an external tool that provides an asset cache that keeps copies of a team’s imported assets. The goal of the Accelerator is to speed up teamwork and reduce iteration time by coordinating asset sharing so that you don’t need to reimport portions of your project. More info See in Glossary’s IP address and port. |
Check Connection | Select Check Connection to test the connectivity of the accelerator. |
Namespace prefix | Set a custom namespace for the server. |
Download | Enable downloads from the cache server. |
Upload | Enable uploads from the cache server. |
TLS/SSL | Enable encryption on the cache server. |
Authentication (Using Unity ID) | Enable authentication for the cache server using Unity ID. |
Content Validation | Select the level of content validation: Disabled, Upload Only, Enabled, Required. |
Download Batch Size | Set the size of download. |
Property | Description |
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Allow Auto Save | Enable an Auto Save toggle in PrefabAn asset type that allows you to store a GameObject complete with components and properties. The prefab acts as a template from which you can create new object instances in the scene. More info See in Glossary Mode which you can disable or enable. This is the default. When Allow Auto Save is disabled, there is no auto save in Prefab Mode in this project and the toggle doesn’t display. Refer to Auto Save in Prefab Mode to learn more. |
Regular Environment | Assign a Scene as an editing environment in Prefab Mode for regular Prefabs (that is, Prefabs with a regular Transform component). This allows you to edit your Prefab against a backdrop of your choosing rather than an empty Scene. Refer to Editing a Prefab in Prefab Mode for more information. |
UI Environment | Assign a Scene as an editing environment in Prefab Mode for UI Prefabs (that is, Prefabs with a Rect Transform component). This allows you to edit your Prefab against a backdrop of your choosing rather than an empty Scene. Refer to Editing a Prefab in Prefab Mode for more information. |
Property | Description |
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Use legacy Light ProbeLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info See in Glossary sample counts |
Use fixed Light Probe sample counts for baking with the Progressive LightmapperA tool in Unity that bakes lightmaps according to the arrangement of lights and geometry in your scene. More info See in Glossary. The sample counts are: 64 direct samples, 2048 indirect samples, and 2048 environment samples. |
Property | Description |
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Mode | Choose a mode to configure the Sprite AtlasA utility that packs several sprite textures tightly together within a single texture known as an atlas. More info See in Glossary tool:
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Property | Description |
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Additional extensions to include | Include 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 namespace | Fill 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. |
Property | Description |
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BC7 Compressor | Select the compressor to use for BC7 format texture compressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression. See in Glossary. |
ETC Compressor | Select 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:
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Fast | Define the compression quality tool to use for Fast compression. This property is modifiable only when ETC Compressor is set to Custom. |
Normal | Define the compression quality tool to use for Normal compression. This property is modifiable only when ETC Compressor is set to Custom. |
Best | Define the compression quality tool to use for Best compression. This property is modifiable only when ETC Compressor is set to Custom. |
Property | Description |
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Mode | Choose 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:
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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 |
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Enable Mipmap Streaming in Play Mode | Enable 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 Mode | Enable 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 demand | Load 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. |
Property | Description |
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When entering play mode | Select which reload options to start when you enter Play mode. Domain reloading is when the Editor resets the scripting state before it starts Play mode. Scene reloading is when the Editor destroys all scene GameObjects and reloads the scene from disk before Play mode starts. To enter Play mode faster, you can disable sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary or domain reloads. To learn more, refer to Details of disabling Domain and Scene Reload. Choose from the following options:
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Property | Description |
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Asynchronous ShaderA program that runs on the GPU. More info See in Glossary Compilation |
Enable 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. |
Property | Description |
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Game Object Naming | Naming scheme for duplicated GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary. Duplicated or instantiated GameObjects are named by appending successive numbers to the original object name. |
Game Object Digits | Sets the amount of digits to use for duplicated GameObject numbers. |
Space Before Number in Asset Names | Controls whether to insert a space before a number in duplicated Asset names. |
Property | Description |
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Use IMGUI Default InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info See in Glossary |
Revert to using IMGUI to generate Default Inspectors where no custom Inspector or Editor is defined. |
EditorManager