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settings_keywords.txt
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Timeline
default frame rate
timeline asset
Android Logcat Settings
URP Global Settings
light layer names (3d)
light layer 0
light layer 1
light layer 2
light layer 3
light layer 4
light layer 5
light layer 6
light layer 7
shader stripping
strip debug variants
strip unused post processing variants
strip unused variants
new
clone
fix
Burst AOT Settings
Enables burst compilation for the selected platform.
Enables all optimisations for the currently selected platform.
Generates debug information for the Burst-compiled code, irrespective of if Development Mode is ticked. This can be used to generate symbols for release builds for platforms that need it.
Enabling this option will disable cross compilation support for desktops, and will require platform specific tools for Windows/Linux/Mac - use only if you encounter problems with the burst builtin solution.
Use this to specify the set of target architectures to support for the currently selected platform.
Use this to specify the target architectures to support for the currently selected platform.
Choose what optimization setting to compile Burst code for.
Burst warnings to disable (separated by ;).
XR Plug-in Management
ShaderGraph
Ads
Build
Game Performance
Collaborate
General
organization
project
unlink
members
dashboard
id
Purchasing
purchasing
in-app
purchase
revenue
platforms
Google Play
public key
UI Builder
Scene Template
unity
editor
scene
clone
template
Package Manager
enable
preview
package
scoped
registries
registry
dependencies
Input Manager
Axes
Size
Horizontal
Name
Descriptive Name
Descriptive Negative Name
Negative Button
Positive Button
Alt Negative Button
Alt Positive Button
Gravity
Dead
Sensitivity
Snap
Invert
Type
Axis
Joy Num
Vertical
Fire1
Fire2
Fire3
Jump
Mouse X
Mouse Y
Mouse ScrollWheel
Submit
Cancel
Enable Debug Button 1
Enable Debug Button 2
Debug Reset
Debug Next
Debug Previous
Debug Validate
Debug Persistent
Debug Multiplier
Debug Horizontal
Debug Vertical
Use Physical Keys
Audio
global volume
volume rolloff scale
doppler factor
default speaker mode
system sample rate
dsp buffer size
max virtual voices
max real voices
spatializer plugin
ambisonic decoder plugin
disable unity audio
virtualize effects
enable output suspension (editor only)
the requested buffer size ({0}) has been overridden to {1} by the operating system
Editor
unity remote
device
compression
resolution
joystick source
mode
parallel import
learn more...
override desired worker count
desired import worker count
standby import worker count
idle import worker shutdown delay
cache server (project specific)
asset pipeline
remove unused artifacts on restart
ip address
namespace prefix
download
upload
tls/ssl
authentication (using unity id)
user
password
content validation
asset serialization
force serialize references on one line
default behaviour mode
graphics
show lightmap resolution overlay
use legacy light probe sample counts
enable baked cookies support
sprite packer
c# project generation
additional extensions to include
root namespace
texture compressors
bc7 compressor
etc compressor
fast
normal
best
line endings for new scripts
streaming settings
enable texture streaming in play mode
enable texture streaming in edit mode
shader compilation
asynchronous shader compilation
caching preprocessor
prefab mode
allow auto save
editing environments
regular environment
ui environment
enter play mode settings
enter play mode options
reload domain
reload scene
numbering scheme
game object naming
game object digits
space before number in asset names
Graphics
open editor...
close editor
tier settings
built-in shader settings
shader stripping
shader loading
log shader compilation
camera settings
scriptable render pipeline settings
scriptable render pipeline
use defaults
standard shader
rendering
standard shader quality
reflection probes box projection
reflection probes blending
detail normal map
cascaded shadows
prefer 32-bit shadow maps
enable semitransparent shadows
enable light probe proxy volume
rendering path
use hdr
hdr mode
realtime global illumination cpu usage
deferred
deferred reflections
legacy deferred
screen space shadows
depth normals
motion vectors
light halo
lens flare
platform shader settings
shader preloading
lightmap modes
baked non-directional
baked directional
baked shadowmask
baked subtractive
realtime non-directional
realtime directional
import from current scene
fog modes
linear
exponential
exponential squared
instancing variants
save to asset...
clear
Deferred
Mode
Shader
Deferred Reflections
Screen Space Shadows
Legacy Deferred
Depth Normals
Motion Vectors
Light Halo
Lens Flare
Video Shaders Include Mode
Always Included Shaders
Size
Element 0
Element 1
Element 2
Element 3
Element 4
Element 5
Element 6
Element 7
Element 8
Element 9
Preloaded Shaders
Preload Shaders Batch Time Limit
Sprites Default Material
Custom Render Pipeline
Transparency Sort Mode
Transparency Sort Axis
X
Y
Z
Default Rendering Path
Default Mobile Rendering Path
Tier Settings
Lightmap Stripping
Fog Stripping
Instancing Stripping
Lightmap Keep Plain
Lightmap Keep Dir Combined
Lightmap Keep Dynamic Plain
Lightmap Keep Dynamic Dir Combined
Lightmap Keep Shadow Mask
Lightmap Keep Subtractive
Fog Keep Linear
Fog Keep Exp
Fog Keep Exp 2
Albedo Swatch Infos
Lights Use Linear Intensity
Lights Use Color Temperature
Default Rendering Layer Mask
Log When Shader Is Compiled
SRP Default Settings
UnityEngine.Rendering.Universal.UniversalRenderPipeline
First
Second
Memory Settings
changing memory setup values can cause severe performance degradation.
changing the memory setup for editor will update the projectsettings/boot.config file. this file is loaded at editor startup, so will take effect at next startup.
main allocators
main allocator
main thread block size
shared thread block size
gfx allocator
other allocators
file cache block size
type tree block size
fast per thread temporary allocators
job worker block size
background job worker block size
preload block size
audio worker block size
cloud worker block size
gfx thread block size
gi baking block size
navmesh worker block size
fast thread shared temporary allocators
job allocator block size
background job allocator block size
job allocator block sizes on low memory platform
shared bucket allocator
bucket allocator granularity
bucket allocator bucketcount
bucket allocator block size
bucket allocator block count
profiler allocators
profiler block size
editor profiler block size
shared profiler bucket allocator
editor
players
Physics 2D
Gravity
X
Y
Default Material
Velocity Iterations
Position Iterations
Velocity Threshold
Max Linear Correction
Max Angular Correction
Max Translation Speed
Max Rotation Speed
Baumgarte Scale
Baumgarte Time Of Impact Scale
Time To Sleep
Linear Sleep Tolerance
Angular Sleep Tolerance
Default Contact Offset
Job Options
Use Multithreading
Use Consistency Sorting
Interpolation Poses Per Job
New Contacts Per Job
Collide Contacts Per Job
Clear Flags Per Job
Clear Body Forces Per Job
Sync Discrete Fixtures Per Job
Sync Continuous Fixtures Per Job
Find Nearest Contacts Per Job
Update Trigger Contacts Per Job
Island Solver Cost Threshold
Island Solver Body Cost Scale
Island Solver Contact Cost Scale
Island Solver Joint Cost Scale
Island Solver Bodies Per Job
Island Solver Contacts Per Job
Simulation Mode
Queries Hit Triggers
Queries Start In Colliders
Callbacks On Disable
Reuse Collision Callbacks
Auto Sync Transforms
Quality
add quality level
texture streaming
memory budget
renderers per frame
add all cameras
max level reduction
max io requests
soft particles require either the deferred shading rendering path or cameras that render depth textures.
billboards face camera position
vsync count
lod bias
maximum lod level
where the maximum possible texture mip resolution for a platform is less than full, enabling texture mipmap stripping in player settings can reduce the package size.
time slice
buffer size
persistent buffer
render pipeline asset
Current Quality
Quality Settings
Size
Low
Name
Pixel Light Count
Shadows
Shadow Resolution
Shadow Projection
Shadow Cascades
Shadow Distance
Shadow Near Plane Offset
Shadow Cascade 2 Split
Shadow Cascade 4 Split
X
Y
Z
Shadowmask Mode
Skin Weights
Texture Quality
Anisotropic Textures
Anti Aliasing
Soft Particles
Realtime Reflection Probes
Billboards Face Camera Position
V Sync Count
Lod Bias
Maximum LOD Level
Streaming Mipmaps Active
Streaming Mipmaps Add All Cameras
Streaming Mipmaps Memory Budget
Streaming Mipmaps Renderers Per Frame
Streaming Mipmaps Max Level Reduction
Streaming Mipmaps Max File IO Requests
Particle Raycast Budget
Async Upload Time Slice
Async Upload Buffer Size
Async Upload Persistent Buffer
Resolution Scaling Fixed DPI Factor
Custom Render Pipeline
Excluded Target Platforms
Medium
High
Per Platform Default Quality
Android
First
Second
Lumin
Nintendo Switch
PS4
Server
Stadia
Standalone
WebGL
Windows Store Apps
XboxOne
iPhone
tvOS
Script Execution Order
add scripts to the custom order and drag them to reorder.
scripts in the custom order can execute before or after the default time and are executed from top to bottom. all other scripts execute at the default time in the order they are loaded.
(changing the order of a script may modify the meta data for more than one script.)
default time
Tags and Layers
tags
sorting layers
layers
Time
fixed timestep
maximum allowed timestep
time scale
maximum particle timestep
Version Control
mode
log level
automatic add
smart merge
connect
reconnect
work offline
async status
show failed checkouts
overwrite failed checkout assets
overlay icons
project window
hierarchy window
other windows
password
username
server
Player
frame timing stats are supported in webgl 2 only. uncheck 'automatic graphics api' if it's set and remove the webgl 1 api.
high quality lightmap encoding requires webgl 2 only. uncheck 'automatic graphics api' if it's set and remove the webgl 1 api.
linear colorspace requires opengl es 3.0 or vulkan, remove opengl es 2 api from the list. blit type for non-srp projects must be always blit or auto.
linear colorspace requires webgl 2, uncheck 'automatic graphics api' to remove webgl 1 api. warning: if dxt srgb is not supported by the browser, texture will be decompressed
linear colorspace requires metal api only. uncheck 'automatic graphics api' and remove opengl es 2/3 apis.
linear colorspace is not supported with opengl es 2.0, uncheck 'automatic graphics api' to remove opengl es 2 api
reordering the list will switch editor to the first available platform
* shared setting between multiple platforms.
cursor hotspot
default cursor
vertex compression*
resolution and presentation
resolution
orientation
allowed orientations for auto rotation
multitasking support
status bar
standalone player options
debugging and crash reporting
debugging
crash reporting
other settings
rendering
vulkan settings
identification
mac app store options
configuration
mac configuration
optimization
stack trace*
legacy
publishing settings
prebake collision meshes*
keep loaded shaders alive*
preloaded assets*
strip engine code*
script call optimization*
enable internal profiler* (deprecated)
optimize mesh data*
texture mipmap stripping*
frame timing stats
opengl: profiler gpu recorders
on opengl, frame timing stats may disable profiler gpu recorders and the gpu profiler.
on opengl, frame timing stats may disable the gpu profiler.
on opengl, profiler gpu recorders may disable the gpu profiler.
use animated autorotation
default screen width
default screen height
mac retina support
run in background*
default orientation*
portrait
portrait upside down
landscape right
landscape left
requires fullscreen
status bar hidden
status bar style
mac app store validation
category
supported url schemes*
fullscreen mode
exclusive fullscreen
fullscreen window
maximized window
windowed
enabled (deprecated)
hidden by default (deprecated)
the display resolution dialog has been deprecated and will be removed in a future version.
visible in background
allow fullscreen switch*
use dxgi flip model swapchain for d3d11
disabling dxgi flip model swapchain will result in unity falling back to the slower and less efficient bitblt model. see documentation for more information.
use 32-bit display buffer*
disable depth and stencil*
render over native ui*
show loading indicator
on .net unhandledexception*
log obj-c uncaught exceptions*
enable crashreport api*
color space*
color gamut*
color gamut for mac*
force hard shadows on metal*
metal api validation*
metal write-only backbuffer
memoryless depth
srgb write mode*
number of swapchain buffers*
acquire swapchain image late as possible*
recycle command buffers*
multithreaded rendering*
static batching
dynamic batching
graphics jobs
graphics jobs (experimental)
graphics jobs mode
invalid characters have been removed from the application identifier.
the application identifier must follow the convention 'com.yourcompanyname.yourproductname' and must contain only alphanumeric and hyphen characters.
the package name must follow the convention 'com.yourcompanyname.yourproductname' and must contain only alphanumeric and underscore characters. each segment must start with an alphabetical character.
build
ios developer team id
use on-demand resources*
use incremental gc
assembly version validation
assembly version validation (editor only)
accelerometer frequency*
camera usage description*
location usage description*
microphone usage description*
bluetooth usage description*
mute other audio sources*
prepare ios for recording
force ios speakers when recording
requires persistent wifi*
allow downloads over http (nonsecure)*
audio input from bluetooth microphones is not supported when mute other audio sources is off.
aot compilation options*
require es3.1
require es3.1+aep
require es3.2
gpu skinning*
compute skinning*
scripting define symbols
additional compiler arguments
apply
revert
copy defines
suppress common warnings
scripting backend
managed stripping level
c++ compiler configuration
mono
il2cpp
default
disabled
minimal
low
medium
high
api compatibility level*
.net 2.0
.net 2.0 subset
.net 4.x
.net standard 2.0
.net framework
.net standard 2.1
script compilation
allow 'unsafe' code
use deterministic compilation
enable roslyn analyzers
active input handling*
normal map encoding
lightmap encoding
lightmap streaming
streaming priority
the selected lightmap encoding requires opengl es 3.0 or vulkan. please remove the opengl es 2 api.
clamp blendshapes (deprecated)*
virtual texturing*
the current target platform does not support virtual texturing. to build for this platform, uncheck enable virtual texturing.
the target graphics api does not support virtual texturing. to target compatible graphics apis, uncheck 'auto graphics api', and remove opengl es 2/3 and openglcore.
the target windows graphics api does not support virtual texturing. to target compatible graphics apis, uncheck 'auto graphics api for windows', and remove opengl es 2/3 and openglcore.
the target mac graphics api does not support virtual texturing. to target compatible graphics apis, uncheck 'auto graphics api for mac', and remove openglcore.
the target linux graphics api does not support virtual texturing. to target compatible graphics apis, uncheck 'auto graphics api for linux', and remove openglcore.
shader precision model*
360 stereo capture*
force srgb blit
not applicable for this platform.
Physics
Gravity
X
Y
Z
Default Material
Bounce Threshold
Default Max Depenetration Velocity
Sleep Threshold
Default Contact Offset
Default Solver Iterations
Default Solver Velocity Iterations
Queries Hit Backfaces
Queries Hit Triggers
Enable Adaptive Force
Cloth Inter Collision Distance
Cloth Inter Collision Stiffness
Contacts Generation
Auto Simulation
Auto Sync Transforms
Reuse Collision Callbacks
Cloth Inter Collision Settings Toggle
Cloth Gravity
Contact Pairs Mode
Broadphase Type
World Bounds
Center
Extent
World Subdivisions
Friction Type
Enable Enhanced Determinism
Enable Unified Heightmaps
Improved Patch Friction
Solver Type
Default Max Angular Speed
Preset Manager
preset management
Adaptive Performance
Oculus
TextMesh Pro
Settings
default font asset
path: resources/
fallback font assets
fallback font assets list
fallback material settings
match material presets
text container default settings
textmeshpro
textmeshpro ui
enable raycast target
auto size text container
is object scale static
text component default settings
default font size
text auto size ratios
min
max
word wrapping
kerning
extra padding
tint all sprites
parse escape sequence
dynamic font system settings
get font features at runtime
dynamic atlas texture group
missing character unicode
disable warnings
default sprite asset
missing sprite unicode
ios emoji support
default style sheet
color gradient presets
line breaking for asian languages
korean language options