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
assetNamingUsesSpace | Controls whether to insert a space before a number in duplicated Asset names. |
assetPipelineMode | 选择 Assetpipeline 模式。 |
asyncShaderCompilation | 在 Game 视图和 Scene 视图中启用异步着色器编译。 |
cacheServerDownloadBatchSize | Controls the size of the batches used when making cacheserver download requests. |
cacheServerEnableAuth | Toggle whether to enable authentication to cache server. |
cacheServerEnableDownload | 切换是否启用从缓存服务器下载的功能。 |
cacheServerEnableTls | Toggle whether to enable TLS encryption to cache server. |
cacheServerEnableUpload | 切换是否启用从缓存服务器上传的功能。 |
cacheServerEndpoint | 缓存服务器终端 IP 地址 |
cacheServerMode | 选择缓存服务器模式 |
cacheServerNamespacePrefix | 设置要用于缓存服务器的命名空间前缀。 |
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 | 在编辑模式下启用纹理 Mipmap 串流系统。 |
enableTextureStreamingInPlayMode | 在播放模式下启用纹理 Mipmap 串流系统。 |
enterPlayModeOptions | 在 Unity 编辑器中确定进入运行模式选项的状态。 |
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. |
lineEndingsForNewScripts | Determines what line endings to use in a new C# file created in the Editor. |
prefabModeAllowAutoSave | Allow Auto Save in Prefab Mode for this project. |
prefabRegularEnvironment | 允许指定一个场景用作预制件的编辑环境。 |
prefabUIEnvironment | 允许指定一个场景用作 UI 预制件的编辑环境。 |
projectGenerationRootNamespace | 控制将哪个根命名空间写入 Unity 生成的 c# .csproj 项目。 |
projectGenerationUserExtensions | 控制将包含在 Unity 生成的 c# .csproj 项目中的文件扩展名列表。 |
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 | 值为 2 的幂数,用于为打包到图集 (Legacy Sprite Packer) 的精灵添加边界(填充)。 |
unityRemoteCompression | 获取或设置用于 Unity Remote 屏幕流的压缩方法。 |
unityRemoteDevice | 获取或设置用于 Unity Remote 功能的设备 ID。 |
unityRemoteJoystickSource | 获取或设置在连接 Unity Remote 时编辑器中使用的操纵杆源。 |
unityRemoteResolution | 获取或设置用于 Unity Remote 屏幕流的分辨率。 |
useLegacyProbeSampleCount | 通过渐进光照贴图 (Progressive Lightmapper) 为烘焙光照探针启用旧版固定样本数量。 |
GetInstanceID | Gets the instance ID of the object. |
ToString | 返回对象的名称。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
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 | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |