> 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/runtimeeditorpanelsettings.md).

# RuntimeEditorPanelSettings

This page explains the `RuntimeEditorPanelSettings` asset used by Runtime Studio's UI Toolkit editor shell.

### What it is

`RuntimeEditorPanelSettings` is the runtime `PanelSettings` asset that Runtime Studio uses for its `UIDocument`.

In this package, the asset lives at:

* `Runtime/Resources/RuntimeEditorPanelSettings.asset`

At runtime, Runtime Studio loads it from the Resources key:

* `RuntimeEditorPanelSettings`

### Why it exists

Runtime Studio builds its editor UI with Unity UI Toolkit.

UI Toolkit needs a `PanelSettings` asset to define how the UI panel is rendered, scaled, themed, and layered.

Without a valid `PanelSettings` asset, the runtime editor cannot build its UI correctly.

### Where Runtime Studio uses it

When `EditorView` starts:

1. It finds or creates a `UIDocument` on the Runtime Studio host GameObject
2. It resolves which `PanelSettings` to use
3. It assigns that `PanelSettings` to the `UIDocument`
4. It then loads the Runtime Studio style sheet and builds the editor UI

### Resolution order

Runtime Studio resolves panel settings in this order:

1. If the `UIDocument` already has `panelSettings` assigned, Runtime Studio uses that
2. Otherwise it loads `Resources.Load<PanelSettings>("RuntimeEditorPanelSettings")`
3. If found, Runtime Studio instantiates a runtime copy of that asset
4. If not found, Runtime Studio logs an error

That means a manually assigned `UIDocument.panelSettings` always wins over the built-in resource asset.

### Relationship to Runtime Studio style sheets

`RuntimeEditorPanelSettings` is only one part of the UI setup.

Runtime Studio also loads:

* `RuntimeEditor.uss` from `Resources`
* the theme USS referenced by the `PanelSettings` asset

So the full UI stack is:

1. `UIDocument`
2. `PanelSettings`
3. theme USS from `PanelSettings`
4. Runtime Studio runtime USS loaded by `EditorView`

In this package, the bundled asset references:

* `themeUss`

and Runtime Studio separately adds:

* `RuntimeEditor.uss`

This means the final look is a combination of the panel theme and the Runtime Studio stylesheet.

### What the bundled asset is configured for

The packaged `RuntimeEditorPanelSettings.asset` is configured for normal screen-space runtime UI.

Notable values in the asset include:

* `m_RenderMode: 0`
* `m_ScaleMode: 1`
* `m_ReferenceResolution: 1200 x 800`
* `m_SortingOrder: 32760`
* `themeUss` assigned
* `m_DisableNoThemeWarning: 1`

#### Why those settings matter

`Reference Resolution`

* Helps define how the UI scales across resolutions

`Sorting Order`

* Keeps Runtime Studio's editor UI layered above normal gameplay UI in typical setups

`themeUss`

* Provides the base UI Toolkit theme used by the panel

`Disable No Theme Warning`

* Suppresses Unity's missing-theme warning because the asset already supplies a theme

### When you should customize it

Most projects should keep the bundled asset unless there is a specific reason to change it.

Good reasons to customize it:

* you need different UI scaling behavior
* your project needs a different target render mode
* you want a different base UI Toolkit theme
* your project has unusual multi-display or layering requirements
* you want Runtime Studio to share a custom `PanelSettings` setup with the rest of your UI Toolkit runtime UI

### Safest customization approach

The safest approach is usually:

1. duplicate the bundled `PanelSettings` asset
2. adjust the duplicate
3. assign it directly to the `UIDocument` used by your Runtime Studio host

That gives you explicit control and avoids depending on the built-in resource fallback.

If you replace the resource asset itself, be aware that every Runtime Studio host using the fallback path will pick up that new behavior.

### Using your own UIDocument panel settings

If your host GameObject already has a `UIDocument` with `panelSettings` assigned:

* Runtime Studio reuses it
* Runtime Studio does not clone the resource asset
* Runtime Studio does not destroy your assigned asset on cleanup

This is the correct path when your project wants Runtime Studio to integrate into an existing UI Toolkit setup.
