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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.

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.

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