Settings
This page explains the Unity Editor Runtime Studio Settings window: what it edits, where to open it, and what each category controls.
What the Settings window is for
The Settings window edits a RuntimeStudioSettings asset.
That asset controls:
which built-in Runtime Studio features are enabled
editor hotkeys
free-cam behavior and input
scene overlay shaders and visuals
icon overrides
assigned asset libraries
plugin/module enable state and type filters
Each RuntimeStudioEditor component can point at its own settings asset, so different scenes or editor hosts can use different Runtime Studio configurations.
How to open it
Open the window from:
Tools > Fullscreen > Runtime Studio > Settings
You can also:
select a
RuntimeStudioSettingsasset and clickOpen Settings Editoropen it from the custom inspector for a
RuntimeStudioEditorhost
Multiple settings assets
The window supports multiple RuntimeStudioSettings assets in the project.
This is useful when:
one scene needs different free-cam settings
one runtime editor host should expose different plugins
one game mode should use different libraries or feature gates
If multiple assets exist, the window shows:
a warning card listing them
an
Editing Assetselector so you can switch between assets
Window layout
The Settings window has:
a left sidebar with categories
a content panel on the right
Built-in categories are:
GeneralFeaturesScene OverlaysInputFree CamIconsLibraries
Below those, the sidebar also shows plugin/module categories.
General
The General category covers project-level settings asset management and a few core settings.
It includes:
which settings asset is currently being edited
the current asset path
Home SceneGenerate Library Previews On Startupbuttons to select or ping the asset
Home Scene
Home Scene is the scene Runtime Studio treats as the "quit back to game" target.
When this is set:
the Scene Settings menu can show
QuitRuntime Studio can load that scene with
LoadSceneMode.Single
If it is empty:
Quit to Desktopstill existsproject-defined "return to scene" behavior is not configured
Hierarchy context prefabs
The General page also includes Hierarchy context prefabs.
These let you add custom right-click Hierarchy entries that instantiate project-defined prefabs or GameObjects.
Each entry includes:
a slash-separated menu path
the prefab or GameObject to create
Example:
Visual Scripting/Characters/NPC
Features
The Features category controls the core built-in Runtime Studio features globally.
These toggles include:
Hierarchy PanelProject PanelInspector PanelConsoleRuntime PlayScene Save / LoadPackage Import / ExportTransform ToolsScene Overlays
What these toggles affect
These are high-level gates.
They control whether Runtime Studio exposes major core systems such as:
default panels
save/load and
.rtstudiopackage workflowsmove/rotate/scale tools
overlay rendering and related scene controls
Use this page when you want to ship a smaller or more focused runtime editor.
Scene Overlays
The Scene Overlays category controls the rendering and appearance of built-in scene overlays.
It is split into several sections.
Scene grid
Controls:
grid render mode
grid shader
shader half extents
major interval
plane offset
fade start
Use this section to choose whether the grid should use Runtime Studio's shader-driven overlay path and to tune how large and visible the grid feels.
Grid lines
Controls:
minor line width
major line width
axis line width
minor color
major color
X axis color
Z axis color
This is where you style the look of the shader grid.
Transform gizmo
Controls:
gizmo render mode
gizmo shader
This affects the move, rotate, and scale handles.
Selection outline
Controls:
selection render mode
selection mask shader
selection outline shader
This affects how selected objects are highlighted.
Collider overlay
Controls:
collider render mode
collider shader
This affects how collider overlays are drawn when enabled.
NavMesh preview
Controls:
NavMesh preview shader
This is the shader used for the runtime-generated NavMesh overlay.
Reset button
The page includes:
Reset To Built-in Shaders
Use this to restore the package's default shader references.
Input
The Input category covers editor behavior and general Runtime Studio shortcuts.
Edit mode behavior
Includes:
Pause Time Scale When Editing
This controls whether Runtime Studio pauses the runtime while the editor UI is open in edit mode.
Editor shortcuts
This section exposes Input System action slots for:
Toggle EditorToggle ConsoleDelete SelectionDuplicate SelectionFrame SelectionAlign Selection With ViewExtrude SelectionExit Play ModeMove ToolRotate ToolScale ToolUndoRedo
If an action slot is left empty, Runtime Studio falls back to its built-in defaults at runtime.
Free Cam
The Free Cam category controls the runtime scene camera behavior used while editing.
It has two sections.
Free cam behavior
Includes:
EnabledLook Requires HoldMove Only While LookingMove SpeedMinimum Move SpeedMaximum Move SpeedBoost MultiplierLook SensitivityScroll Speed Step
These settings define how the camera feels.
Important interaction:
if
Look Requires Holdis enabled, the player must hold the configured look-hold input to enter free-lookif
Move Only While Lookingis enabled, movement input is only applied while the player is actively in free-look
Free cam actions
Includes Input System actions for:
MoveElevationLookLook HoldBoostSpeed Adjust
If these are left empty, Runtime Studio generates default fallback controls at runtime.
Default fallback behavior includes:
Right Mouse Buttonto lookmouse delta to rotate the camera
W/A/S/Dto moveQ/Efor down / up elevationShiftto boost speedmouse wheel to change move speed
Icons
The Icons category lets you override the textures used by Runtime Studio's built-in UI.
Core icons
This section includes override fields for common built-in visuals such as:
GameObjectPrefabFallback / ScriptProject Fallback / ScriptableObjectTransformcollider icons
renderer icons
RigidbodyCharacter ControllerParticle SystemAnimationAnimatorAnimator ControllerAudio SourceCameraLightMaterialAnimation ClipMoveRotateScalePlayStopPackage / SavesOverlay DropdownScene Settings DropdownSearchPickFolderFolder OpenedCheck
Type overrides
The same page also includes:
Overrides
This is the per-type icon override list.
Use it when you want a specific type to have its own icon, even if it does not map cleanly to one of the built-in semantic icon slots.
Reset button
The page includes:
Reset To Built-in Icons
Use this to restore the package's bundled icon references.
Libraries
The Libraries category controls which EditorAssetLibrary assets are available to Runtime Studio at runtime.
This section includes:
Asset Librariesan
Open Library Managerbutton
These assigned libraries feed the runtime Project panel and object picker.
Use this page to choose which content libraries are visible to players in the runtime editor.
Plugin pages
Below the built-in categories, the Settings window shows pages for plugin/module settings.
These pages are built from registered RuntimeStudioSettingsModuleDefinition entries.
Each plugin page normally includes:
an
Enable plugintoggleoptional feature toggles
optional type-filter groups
a
Find typesearch field
Feature toggles
If a plugin registers feature IDs, the page shows a Features foldout with toggles for those items.
These are usually used to enable or disable:
plugin panels
scene tool buttons
scene settings entries
other registered plugin UI/features
Type filtering
Depending on what the plugin registers, the page can show foldout groups for:
ComponentsTriggersInstructionsConditionsProperties
These lists let you hide specific plugin-exposed types from Runtime Studio.
This is useful when:
a plugin exposes too many types for your project
you only want a curated subset visible to players
you need to disable unstable or unsupported types
Search and large type lists
Plugin pages include a delayed Find type field.
Use it to narrow large type lists quickly.
Large lists are capped in the UI:
the window shows the first 300 matching type rows
If more types exist, the UI tells you to refine the search.
Dependency-blocked types
Some plugins can report dependency rules.
When that happens, the Settings window can:
gray out a type toggle
show a reason explaining why that type is blocked
This lets optional integrations disable unsupported types without hard-coding plugin-specific behavior into Runtime Studio core.
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