forked from BilalY/Rasagar
118 lines
5.5 KiB
Markdown
118 lines
5.5 KiB
Markdown
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# Settings Manager
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The Settings Manager is a framework that lets you convert any serializable field into a setting, including a pre-built settings interface.
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## Installation
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To install this package, follow the instructions in the [Package Manager documentation](https://docs.unity3d.com/Manual/upm-ui-install.html).
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This package provides a sample that demonstrates how to implement custom user settings. To install them, follow these instructions:
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1. Make sure the Settings Manager package is installed in your Unity project.
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2. In the Package Manager window, locate the Settings Manager package select it from the list.
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The [Details view](https://docs.unity3d.com/Manual/upm-ui-details.html) displays information about the Settings Manager package.
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3. From the Details view, click the **Import** button under the **Samples** section.
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## Requirements
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This version of the Settings Manager package is compatible with the following versions of the Unity Editor:
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* 2018.4 and later
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## Using the Settings Manager
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The [Settings](xref:UnityEditor.SettingsManagement.Settings) class is responsible for setting and retrieving serialized values from a settings repository.
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Use settings repositories to save and load settings for a specific scope. This package provides two settings repositories:
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* The [UserSettingsRepository](xref:UnityEditor.SettingsManagement.UserSettingsRepository), backed by the [EditorPrefs](xref:UnityEditor.EditorPrefs) class, lets you save [user preferences](https://docs.unity3d.com/Manual/Preferences.html).
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* The [FileSettingsRepository](xref:UnityEditor.SettingsManagement.FileSettingsRepository) saves a JSON file to the `ProjectSettings` directory in order to save [project settings](https://docs.unity3d.com/Manual/comp-ManagerGroup.html).
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You can create and manage all settings from a singleton `Settings` instance. For example:
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```c#
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using UnityEditor.SettingsManagement;
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namespace UnityEditor.SettingsManagement.Examples
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{
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static class MySettingsManager
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{
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internal const string k_PackageName = "com.example.my-settings-example";
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static Settings s_Instance;
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internal static Settings instance
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{
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get
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{
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if (s_Instance == null)
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s_Instance = new Settings(k_PackageName);
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return s_Instance;
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}
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}
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}
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}
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```
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### Getting and setting values
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Your `Settings` instance should implement generic methods to set and retrieve values:
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```
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MySettingsManager.instance.Get<float>("myFloatValue", SettingsScope.Project);
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```
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There are two arguments: key, and scope. The [Settings](xref:UnityEditor.SettingsManagement.Settings) class finds an appropriate [ISettingsRepository](xref:UnityEditor.SettingsManagement.ISettingsRepository) for the scope, while `key` and `T` are used to find the value. Keys are unique among types: you can re-use keys as long as its type is different.
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Alternatively, you can use the [UserSetting<T>](xref:UnityEditor.SettingsManagement.UserSetting`1) class to manage settings. This is a wrapper class around the `Settings` get/set properties, which makes it easy to make any field a saved setting.
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```c#
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// UserSetting<T>(Settings instance, string key, T defaultValue, SettingsScope scope = SettingsScope.Project)
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Setting<int> myIntValue = new Setting<int>(MySettingsManager.instance, "int.key", 42, SettingsScope.User);
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```
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[UserSetting<T>](xref:UnityEditor.SettingsManagement.UserSetting`1) caches the current value, and keeps a copy of the default value so that it may be reset. You can also use `UserSetting<T>` fields with the `[UserSettingAttribute]` attribute, which lets the `SettingsManagerProvider` automatically add it to a settings inspector.
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## Settings Provider
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To register your settings so they appear in the [Project Settings](https://docs.unity3d.com/Manual/comp-ManagerGroup.html) window, you can either write your own [SettingsProvider](xref:UnityEditor.SettingsProvider) implementation, or use the [UserSettingsProvider](xref:UnityEditor.SettingsManagement.UserSettingsProvider) and let it automatically create your interface.
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Making use of `UserSettingsProvider` comes with many benefits, including a uniform look for your settings UI, support for search, and per-field or mass reset support.
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```
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using UnityEngine;
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namespace UnityEditor.SettingsManagement.Examples
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{
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static class MySettingsProvider
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{
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const string k_PreferencesPath = "Preferences/My Settings";
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[SettingsProvider]
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static SettingsProvider CreateSettingsProvider()
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{
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// The last parameter tells the provider where to search for settings.
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var provider = new SettingsManagerProvider(k_PreferencesPath,
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MySettingsManager.instance,
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new [] { typeof(MySettingsProvider).Assembly });
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return provider;
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}
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}
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}
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```
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To register a field with the [UserSettingsProvider](xref:UnityEditor.SettingsManagement.UserSettingsProvider), decorate it with `[UserSettingAttribute(string displayCategory, string key)]`.
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> [!NOTE]
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> The `[UserSettingAttribute]` decoration is only valid for static fields.
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For more complex settings that require additional UI (or that don't have a built-in Editor), use [UserSettingBlockAttribute](xref:UnityEditor.SettingsManagement.UserSettingBlockAttribute) to access the settings provider GUI. For more information, look at the sample source file `SettingsExamples.cs` under the `Assets/Samples/Settings Manager/<version>/User Settings Example/PackageWithProjectAndUserSettings` folder in your Unity project root.
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> [!TIP]
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> If you don't see this path or file, follow the steps under the Installation section to import it.
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