EditorPreferencesclass
Properties35
Showing 35 properties
public static bool Editor.EditorPreferences.BackfaceSelection { get; set; }
Should we hit the back faces when tracing meshes
bool—public static bool Editor.EditorPreferences.BoundsPlacement { get; set; }
Use bounds when dragging in objects
bool—public static Color Editor.EditorPreferences.CameraBackgroundColor { get; set; }
Camera viewport background color
public static float Editor.EditorPreferences.CameraFieldOfView { get; set; }
Camera field of view
float—public static bool Editor.EditorPreferences.CameraInvertPan { get; set; }
Should the camera panning be inverted?
bool—public static float Editor.EditorPreferences.CameraMovementSmoothing { get; set; }
Should we smooth the movement of the camera. This is the smooth time, in seconds. No smoothing feels pretty jarring, but a bit feels nice. Once you get over half a second it makes everything feel slow and horrible.
float—public static float Editor.EditorPreferences.CameraSensitivity { get; set; }
float—public static float Editor.EditorPreferences.CameraSpeed { get; set; }
How fast should the camera move
float—public static float Editor.EditorPreferences.CameraZFar { get; set; }
The furthest thing to render
float—public static float Editor.EditorPreferences.CameraZNear { get; set; }
The closest thing to render
float—public static bool Editor.EditorPreferences.ClearConsoleOnPlay { get; set; }
bool—public static Editor.EditorPreferences.NotificationLevel Editor.EditorPreferences.CompileNotifications { get; set; }
public static bool Editor.EditorPreferences.CreateObjectsAtOrigin { get; set; }
bool—public static string Editor.EditorPreferences.DedicatedServerCommandLineArgs { get; set; }
Command-line arguments for new game instances spawned by the editor.
string—public static float Editor.EditorPreferences.ErrorNotificationTimeout { get; set; }
The amount of seconds to keep a notification open if it's an error
float—public static bool Editor.EditorPreferences.FastHotload { get; set; }
bool—public static bool Editor.EditorPreferences.FullScreenOnPlay { get; set; }
bool—public static bool Editor.EditorPreferences.GizmoDepthTest { get; set; }
When enabled, component gizmo handles are depth tested against scene geometry.
bool—public static float Editor.EditorPreferences.GizmoRenderDistance { get; set; }
Maximum distance at which component gizmo handles are visible. 0 for unlimited.
float—public static float Editor.EditorPreferences.GizmoScale { get; set; }
How big to show component gizmo handles.
float—public static bool Editor.EditorPreferences.HideOrbitCursor { get; set; }
Should we hide the eye cursor when orbiting scene camera?
bool—public static bool Editor.EditorPreferences.HidePanCursor { get; set; }
Should we hide the eye cursor when panning scene camera?
bool—public static bool Editor.EditorPreferences.HideRotateCursor { get; set; }
Should we hide the eye cursor when rotating the scene camera?
bool—public static bool Editor.EditorPreferences.InvertOrbitZoom { get; set; }
Should the orbit camera zoom be inverted? Inverted: mouse up/left zooms in, mouse down/right zooms outStandard: mouse down/right zooms in, mouse up/left zooms out
bool—public static bool Editor.EditorPreferences.McpServerEnabled { get; set; }
Serve the Model Context Protocol from inside the editor, letting AI agents like Claude Code read and drive the open project. Only ever reachable from this machine.
bool—public static int Editor.EditorPreferences.McpServerPort { get; set; }
The local port the MCP server listens on.
int—public static string Editor.EditorPreferences.NewInstanceCommandLineArgs { get; set; }
Command-line arguments for new game instances spawned by the editor.
string—public static bool Editor.EditorPreferences.NotificationPopups { get; set; }
bool—public static bool Editor.EditorPreferences.NotificationSounds { get; set; }
bool—public static float Editor.EditorPreferences.OrbitZoomSpeed { get; set; }
How fast should the orbit camera zoom?
float—public static bool Editor.EditorPreferences.PasteAtCursor { get; set; }
When enabled, pasted or duplicated objects are placed under the cursor and aligned to the hit surface.
bool—public static System.Collections.Generic.Dictionary`2<string,string> Editor.EditorPreferences.ShortcutOverrides { get; set; }
Overrides for any Editor shortcuts.
Dictionary<string,string>—public static bool Editor.EditorPreferences.UndoSounds { get; set; }
Controls whether a sound is played for any undo/redo operation (success or failure)
bool—public static bool Editor.EditorPreferences.WindowedLocalInstances { get; set; }
Whether new game instances spawned by the editor are in windowed mode.
bool—public static bool Editor.EditorPreferences.WorldSpaceGizmos { get; set; }
When enabled, component gizmo handles are drawn at a fixed world size instead of maintaining a constant screen size regardless of distance.
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