| # Settings Manager |
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| A framework for making any serializable field a setting, complete with a pre-built settings interface. |
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| ## Quick Start |
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| Settings are stored and managed by a `Settings` instance. This class is responsible for setting and retrieving serialized values from the appropriate repository. |
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| Settings repositories are used to save and load settingsfor a settings scope. Two are provided with this package: one for saving User preferences (`UserSettingsRepository`, backed by the `EditorPrefs` class) and one for Project settings (`ProjecSettingsRepository`, which saves a JSON file to the `ProjectSettings` directory). |
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| Usually you will want to create and manage a singleton `Settings` instance. Ex: |
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| ``` |
| using UnityEditor.SettingsManagement; |
| |
| namespace UnityEditor.SettingsManagement.Examples |
| { |
| static class MySettingsManager |
| { |
| internal const string k_PackageName = "com.unity.my-settings-example"; |
| |
| static Settings s_Instance; |
| |
| internal static Settings instance |
| { |
| get |
| { |
| if (s_Instance == null) |
| s_Instance = new Settings(k_PackageName); |
| |
| return s_Instance; |
| } |
| } |
| } |
| } |
| ``` |
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| Values are set and retrieved using generic methods on on your `Settings` instance: |
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| ``` |
| MySettingsManager.instance.Get<float>("myFloatValue", SettingsScope.Project); |
| ``` |
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| There are two arguments: key, and scope. The `Settings` class will handle finding an appropriate `ISettingsRepository` for the scope, while `key` and `T` are used to find the value. Setting keys are unique among types, meaning you may re-use keys as long as the setting type is different. |
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| Alternatively, you can use the `UserSetting<T>` class to manage settings. This is a wrapper class around the `Settings` get/set properties, and makes it very easy to make any field a saved setting. |
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| ``` |
| // UserSetting<T>(Settings instance, string key, T defaultValue, SettingsScope scope = SettingsScope.Project) |
| Setting<int> myIntValue = new Setting<int>(MySettingsManager.instance, "int.key", 42, SettingsScope.User); |
| ``` |
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| `UserSetting<T>` caches the current value, and keeps a copy of the default value so that it may be reset. `UserSetting<T>` fields are also eligible for use 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 in the `Settings Window` you can either write your own `SettingsProvider` implementation, or use the provided `SettingsManagerProvider` and let it automatically create your interface. |
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| Making use of `SettingsManagerProvider` 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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| ``` |
| using UnityEngine; |
| |
| namespace UnityEditor.SettingsManagement.Examples |
| { |
| static class MySettingsProvider |
| { |
| const string k_PreferencesPath = "Preferences/My Settings"; |
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| [SettingsProvider] |
| static SettingsProvider CreateSettingsProvider() |
| { |
| // The last parameter tells the provider where to search for settings. |
| var provider = new SettingsManagerProvider(k_PreferencesPath, |
| MySettingsManager.instance, |
| new [] { typeof(MySettingsProvider).Assembly }); |
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| return provider; |
| } |
| } |
| } |
| ``` |
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| To register a field with the `SettingsManagerProvider`, simply decorate it with `[UserSettingAttribute(string displayCategory, string key)]`. `[UserSettingAttribute]` is only valid for static fields. |
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| For more complex settings that require additional UI (or simply don't have a built-in editor), you can use `UserSettingBlockAttribute`. This provides access to the settings provider GUI. See `SettingsExamples.cs` for more on this. |
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