> For the complete documentation index, see [llms.txt](https://docs.fullscreen.no/info/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.fullscreen.no/info/standalone-assets/runtime-studio/settings.md).

# 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 `RuntimeStudioSettings` asset and click `Open Settings Editor`
* open it from the custom inspector for a `RuntimeStudioEditor` host

### 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 Asset` selector 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:

* `General`
* `Features`
* `Scene Overlays`
* `Input`
* `Free Cam`
* `Icons`
* `Libraries`

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 Scene`
* `Generate Library Previews On Startup`
* buttons 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 `Quit`
* Runtime Studio can load that scene with `LoadSceneMode.Single`

If it is empty:

* `Quit to Desktop` still exists
* project-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 Panel`
* `Project Panel`
* `Inspector Panel`
* `Console`
* `Runtime Play`
* `Scene Save / Load`
* `Package Import / Export`
* `Transform Tools`
* `Scene 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 `.rtstudio` package workflows
* move/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 Editor`
* `Toggle Console`
* `Delete Selection`
* `Duplicate Selection`
* `Frame Selection`
* `Align Selection With View`
* `Extrude Selection`
* `Exit Play Mode`
* `Move Tool`
* `Rotate Tool`
* `Scale Tool`
* `Undo`
* `Redo`

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:

* `Enabled`
* `Look Requires Hold`
* `Move Only While Looking`
* `Move Speed`
* `Minimum Move Speed`
* `Maximum Move Speed`
* `Boost Multiplier`
* `Look Sensitivity`
* `Scroll Speed Step`

These settings define how the camera feels.

Important interaction:

* if `Look Requires Hold` is enabled, the player must hold the configured look-hold input to enter free-look
* if `Move Only While Looking` is enabled, movement input is only applied while the player is actively in free-look

#### Free cam actions

Includes Input System actions for:

* `Move`
* `Elevation`
* `Look`
* `Look Hold`
* `Boost`
* `Speed Adjust`

If these are left empty, Runtime Studio generates default fallback controls at runtime.

Default fallback behavior includes:

* `Right Mouse Button` to look
* mouse delta to rotate the camera
* `W` / `A` / `S` / `D` to move
* `Q` / `E` for down / up elevation
* `Shift` to boost speed
* mouse 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:

* `GameObject`
* `Prefab`
* `Fallback / Script`
* `Project Fallback / ScriptableObject`
* `Transform`
* collider icons
* renderer icons
* `Rigidbody`
* `Character Controller`
* `Particle System`
* `Animation`
* `Animator`
* `Animator Controller`
* `Audio Source`
* `Camera`
* `Light`
* `Material`
* `Animation Clip`
* `Move`
* `Rotate`
* `Scale`
* `Play`
* `Stop`
* `Package / Saves`
* `Overlay Dropdown`
* `Scene Settings Dropdown`
* `Search`
* `Pick`
* `Folder`
* `Folder Opened`
* `Check`

#### 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 Libraries`
* an `Open Library Manager` button

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 plugin` toggle
* optional feature toggles
* optional type-filter groups
* a `Find type` search 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:

* `Components`
* `Triggers`
* `Instructions`
* `Conditions`
* `Properties`

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.
