Editor Settings
By default, the Editor is configured with settings that should suit the majority of users. However, in some circumstances, you may wish to modify the default behavior of the Editor.
note
These settings affect only you and are global for the whole project. They are 'sticky' and persist over multiple sessions.
Navigate to the EDITOR
section and expand the panel:
Here is a breakdown of the available settings:
Settings
Setting | Description |
---|---|
Grid Divisions | Divisions specifies the number of grid cells in each horizontal direction. Set to 0 to disable the grid. |
Grid Division Size | Size specifies the size of a cell. |
Snap | Set the increment for gizmo snapping. Hold Shift or use the Snap toggle on the toolbar to enable snapping while using gizmos. |
Zoom Sensitivity | Change this value if you want to adjust the zoom sensitivity in the Editor viewport. |
Camera Depth Grabpass | Enable generating a depth map texture for the editor viewport. Required to preview certain material effects. |
Camera Color Grabpass | Enable generating a color map texture for the editor viewport. Required to preview certain material effects. |
Camera Clip Near | Adjust the editor camera Near clip value. This setting does not affect the game. |
Camera Clip Far | Adjust the editor camera Far clip value. This setting does not affect the game. |
Camera Clear Color | Set the editor camera clear color. This does not affect the game. |
Camera Tonemapping | Set the editor camera tone mapping. This setting does not affect the game. |
Camera Gamma | Set the editor camera gamma correction. This setting does not affect the game. |
Show Fog | Enable fog rendering in the viewport. |
Icons Size | Size of icons displayed in the editor viewport. |
Locale | The locale to preview in the editor and when you launch the application. This is only visible to you, not to other team members. |
Chat Notifications | Receive notifications for the Editor's built-in real-time chat. |
Rename Duplicated Entities | When enabled, duplicated entities are renamed by appending an incrementing number to ensure uniqueness. For example, 'Box' becomes 'Box2'. |
Lightmapper Auto Bake | Controls whether the runtime lightmapper automatically rebakes lightmaps whenever the scene is updated. |