Skip to main content

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:

Editor Settings

Here is a breakdown of the available settings:

Settings

SettingDescription
Grid DivisionsDivisions specifies the number of grid cells in each horizontal direction. Set to 0 to disable the grid.
Grid Division SizeSize specifies the size of a cell.
SnapSet the increment for gizmo snapping. Hold Shift or use the Snap toggle on the toolbar to enable snapping while using gizmos.
Zoom SensitivityChange this value if you want to adjust the zoom sensitivity in the Editor viewport.
Camera Depth GrabpassEnable generating a depth map texture for the editor viewport. Required to preview certain material effects.
Camera Color GrabpassEnable generating a color map texture for the editor viewport. Required to preview certain material effects.
Camera Clip NearAdjust the editor camera Near clip value. This setting does not affect the game.
Camera Clip FarAdjust the editor camera Far clip value. This setting does not affect the game.
Camera Clear ColorSet the editor camera clear color. This does not affect the game.
Camera TonemappingSet the editor camera tone mapping. This setting does not affect the game.
Camera GammaSet the editor camera gamma correction. This setting does not affect the game.
Show FogEnable fog rendering in the viewport.
Icons SizeSize of icons displayed in the editor viewport.
LocaleThe locale to preview in the editor and when you launch the application. This is only visible to you, not to other team members.
Chat NotificationsReceive notifications for the Editor's built-in real-time chat.
Rename Duplicated EntitiesWhen enabled, duplicated entities are renamed by appending an incrementing number to ensure uniqueness. For example, 'Box' becomes 'Box2'.
Lightmapper Auto BakeControls whether the runtime lightmapper automatically rebakes lightmaps whenever the scene is updated.