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    Class GeneralOptions

    General editor options data container.

    Inheritance
    System.Object
    GeneralOptions
    Namespace: FlaxEditor.Options
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    [CustomEditor]
    public sealed class GeneralOptions : Object

    Constructors

    GeneralOptions()

    Declaration
    public GeneralOptions()

    Properties

    AutoAttachDebugPreviewActor

    If checked, editor windows will try to automatically attach to the first found valid actor for preview. For example, Animation Graph window will pick the first matching instance to preview.

    Declaration
    [EditorDisplay("Content", null)]
    [EditorOrder(550)]
    public bool AutoAttachDebugPreviewActor { get; set; }
    Property Value
    System.Boolean

    AutoRebuildCSG

    Gets or sets a value indicating whether perform automatic CSG rebuild on brush change.

    Declaration
    [EditorDisplay("CSG", "Auto Rebuild CSG")]
    [EditorOrder(600)]
    [Tooltip("Determines whether perform automatic CSG rebuild on brush change.")]
    public bool AutoRebuildCSG { get; set; }
    Property Value
    System.Boolean

    AutoRebuildCSGTimeoutMs

    Gets or sets the auto CSG rebuilding timeout (in milliseconds). Use lower value for more frequent and responsive updates but higher complexity.

    Declaration
    [Range(0F, 500F)]
    [EditorDisplay("CSG", "Auto Rebuild CSG Timeout")]
    [EditorOrder(601)]
    [Tooltip("Auto CSG rebuilding timeout (in milliseconds). Use lower value for more frequent and responsive updates but higher complexity.")]
    public float AutoRebuildCSGTimeoutMs { get; set; }
    Property Value
    System.Single

    AutoRebuildNavMesh

    Gets or sets a value indicating whether perform automatic NavMesh rebuild on scene change.

    Declaration
    [EditorDisplay("Navigation Mesh", "Auto Rebuild Nav Mesh")]
    [EditorOrder(700)]
    [Tooltip("Determines whether perform automatic NavMesh rebuild on scene change.")]
    public bool AutoRebuildNavMesh { get; set; }
    Property Value
    System.Boolean

    AutoRebuildNavMeshTimeoutMs

    Gets or sets the auto CSG rebuilding timeout (in milliseconds). Use lower value for more frequent and responsive updates but higher complexity.

    Declaration
    [Range(0F, 1000F)]
    [EditorDisplay("Navigation Mesh", "Auto Rebuild Nav Mesh Timeout")]
    [EditorOrder(701)]
    [Tooltip("Auto NavMesh rebuilding timeout (in milliseconds). Use lower value for more frequent and responsive updates but higher complexity.")]
    public float AutoRebuildNavMeshTimeoutMs { get; set; }
    Property Value
    System.Single

    AutoReloadScriptsOnMainWindowFocus

    Gets or sets a value indicating whether perform automatic scripts reload on main window focus.

    Declaration
    [EditorDisplay("Scripting", "Auto Reload Scripts On Main Window Focus")]
    [EditorOrder(500)]
    [Tooltip("Determines whether reload scripts after a change on main window focus.")]
    public bool AutoReloadScriptsOnMainWindowFocus { get; set; }
    Property Value
    System.Boolean

    AutoSaveContent

    Gets or sets a value indicating whether enable auto saves for content.

    Declaration
    [EditorDisplay("Auto Save", "Auto Save Content")]
    [EditorOrder(804)]
    [Tooltip("Enables or disables auto saving content")]
    public bool AutoSaveContent { get; set; }
    Property Value
    System.Boolean

    AutoSaveFrequency

    Gets or sets a value indicating auto saves interval (in minutes).

    Declaration
    [Limit(1F, 3.40282347E+38F, 1F)]
    [EditorDisplay("Auto Save", "Auto Save Frequency")]
    [EditorOrder(801)]
    [Tooltip("The interval between auto saves (in minutes)")]
    public int AutoSaveFrequency { get; set; }
    Property Value
    System.Int32

    AutoSaveReminderTime

    Gets or sets a value indicating the time before the auto save that the popup shows (in seconds).

    Declaration
    [Limit(-1F, 3.40282347E+38F, 1F)]
    [EditorDisplay("Auto Save", "Auto Save Reminder Time")]
    [EditorOrder(802)]
    [Tooltip("The time before the auto save that the reminder popup shows (in seconds). Set to -1 to not show the reminder popup.")]
    public int AutoSaveReminderTime { get; set; }
    Property Value
    System.Int32

    AutoSaveScenes

    Gets or sets a value indicating whether enable auto saves for scenes.

    Declaration
    [EditorDisplay("Auto Save", "Auto Save Scenes")]
    [EditorOrder(803)]
    [Tooltip("Enables or disables auto saving opened scenes")]
    public bool AutoSaveScenes { get; set; }
    Property Value
    System.Boolean

    AutoSaveVisualScriptOnPlayStart

    Gets or sets a value indicating whether automatically save the Visual Script asset editors when starting the play mode in editor.

    Declaration
    [EditorDisplay("Scripting", "Auto Save Visual Script On Play Start")]
    [EditorOrder(505)]
    [Tooltip("Determines whether automatically save the Visual Script asset editors when starting the play mode in editor.")]
    public bool AutoSaveVisualScriptOnPlayStart { get; set; }
    Property Value
    System.Boolean

    BuildActions

    Gets or sets the sequence of actions to perform when using Build Scenes button. Can be used to configure this as button (eg. compile code or just update navmesh).

    Declaration
    [EditorDisplay("General", null)]
    [EditorOrder(200)]
    [ExpandGroups]
    [Tooltip("The sequence of actions to perform when using Build Scenes button. Can be used to configure this as button (eg. compile code or just update navmesh).")]
    public GeneralOptions.BuildAction[] BuildActions { get; set; }
    Property Value
    GeneralOptions.BuildAction[]

    EditorFPS

    Gets or sets a limit for the editor draw/update frames per second rate (FPS). Use higher values if you need more responsive interface or lower values to use less device power. Value 0 disables any limits.

    Declaration
    [Limit(0F, 666F, 1F)]
    [EditorDisplay("General", "Editor FPS")]
    [EditorOrder(110)]
    [Tooltip("Limit for the editor draw/update frames per second rate (FPS). Use higher values if you need more responsive interface or lower values to use less device power. Value 0 disables any limits.")]
    public float EditorFPS { get; set; }
    Property Value
    System.Single

    EditorFPSWhenNotFocused

    Gets or sets The FPS of the editor when the editor window is not focused. Usually set to lower then the editor FPS.

    Declaration
    [Limit(0F, 666F, 1F)]
    [EditorDisplay("General", "Editor FPS When Not Focused")]
    [EditorOrder(111)]
    [Tooltip("The FPS of the editor when the editor window is not focused. Usually set to lower then the editor FPS.")]
    public float EditorFPSWhenNotFocused { get; set; }
    Property Value
    System.Single

    EnableAutoSave

    Gets or sets a value indicating whether enable auto saves.

    Declaration
    [EditorDisplay("Auto Save", "Enable Auto Save")]
    [EditorOrder(800)]
    [Tooltip("Enables or disables auto saving changes in edited scenes and content")]
    public bool EnableAutoSave { get; set; }
    Property Value
    System.Boolean

    EnableEditorAnalytics

    Gets or sets a value indicating whether enable editor analytics service.

    Declaration
    [EditorDisplay("Analytics", null)]
    [EditorOrder(1000)]
    [Tooltip("Enables or disables anonymous editor analytics service used to improve editor experience and the quality")]
    public bool EnableEditorAnalytics { get; set; }
    Property Value
    System.Boolean

    ForceScriptCompilationOnStartup

    Gets or sets a value indicating whether automatically compile game scripts before starting the editor.

    Declaration
    [EditorDisplay("Scripting", "Force Script Compilation On Startup")]
    [EditorOrder(501)]
    [Tooltip("Determines whether automatically compile game scripts before starting the editor.")]
    public bool ForceScriptCompilationOnStartup { get; set; }
    Property Value
    System.Boolean

    ScriptMembersOrder

    Gets or sets an order of script properties/fields in properties panel.

    Declaration
    [EditorDisplay("Scripting", "Script Members Order")]
    [EditorOrder(503)]
    [Tooltip("Order of script properties/fields in properties panel")]
    public GeneralOptions.MembersOrder ScriptMembersOrder { get; set; }
    Property Value
    GeneralOptions.MembersOrder

    StartupSceneMode

    Gets or sets the scene to load on editor startup.

    Declaration
    [EditorDisplay("General", null)]
    [EditorOrder(10)]
    [Tooltip("The scene to load on editor startup")]
    public GeneralOptions.StartupSceneModes StartupSceneMode { get; set; }
    Property Value
    GeneralOptions.StartupSceneModes

    UndoActionsCapacity

    Gets or sets a limit for the editor undo actions. Higher values may increase memory usage but also improve changes rollback history length.

    Declaration
    [EditorDisplay("General", null)]
    [EditorOrder(100)]
    [Tooltip("Limit for the editor undo actions. Higher values may increase memory usage but also improve changes rollback history length.")]
    public int UndoActionsCapacity { get; set; }
    Property Value
    System.Int32

    UseAssetImportPathRelative

    If checked, imported file path will be stored relative to the project folder within imported asset metadata. Otherwise will use absolute path.

    Declaration
    [EditorDisplay("Content", null)]
    [EditorOrder(550)]
    public bool UseAssetImportPathRelative { get; set; }
    Property Value
    System.Boolean

    Extension Methods

    Extensions.ReflectiveCompare<T>(T, T)
    Extensions.DeepClone<T>(T)
    Extensions.RawClone<T>(T)
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