


This setting relates to Draw Modes in the Baked Global Illumination category. This allows you to edit your Prefab against a backdrop of your choosing rather than an empty Scene. See Editing a Prefab in Prefab Mode for more information.Īssign a Scene as an editing environment in Prefab Mode for UI Prefabs (that is, Prefabs with a Rect Transform component). The default Cache Server set in the Preferences window is used.Ĭhoose a specific Cache Server to use instead of the default.Īssign a Scene as an editing environment in Prefab Mode for regular Prefabs (that is, Prefabs with a regular Transform component). Use global settings (stored in preferences) For a change to take effect, you must save and restart the project. This is the default option.ĭisplays the active Asset Pipeline version. This feature is deprecated and is no longer supported. This is the default option.Ĭhoose which Asset Pipeline version to use. Unity sets up the certain default behaviors according to the mode you choose to make development easier. If this setting is disabled, Unity splits text serialized references over multiple lines when the total characters in a line reach over 80 characters.Ĭhoose the default 2D or 3D development mode. This is the default option.Įnable this setting to make Unity write references and inline mappings on one line. Unity uses Binary mode by default for new Assets.Ĭonvert all Assets to Binary mode, including new Assets.Ĭonvert all Assets to Text mode, including new Assets.

If you are not merging Scenes, Unity can store Scenes in a more space-efficient binary format, or allow both text and binary Scene files to exist at the same time.Īssets in Binary mode remain in Binary mode, and Assets in Text mode remain in Text mode. To help with version control merges, Unity can store Scene files in a text-based format. Unity uses serialization to load and save Assets and AssetBundles to and from your computer’s hard drive. This is useful when using version control, because it allows other users and machines to view these meta files.Ĭhoose which format to use for storing serialized Assets. This is the default option.ĭisplay meta files. Default is Hidden Meta Files.įor more information on showing or hiding meta files, see Visible or hidden meta files at Unity Answers. You can use Unity in conjunction with most common version control tools, including Perforce and PlasticSCM. Use joysticks that are connected to the computer running the Editor.Ĭhoose the visibility of meta files. Use joysticks that are connected to a device running Unity Remote. This results in better graphical accuracy, but lower performance.Ĭhoose the connection source for the joysticks you are using. This is the default option.ĭisplay the game at normal resolution. This results in better performance, but lower graphical accuracy. Default is Downsize.ĭisplay the game at a lower resolution. PNG gives a more accurate representation of the game display, but can result in lower performance.Ĭhoose the resolution the game should run at on Unity Remote. JPEG usually gives higher compression and performance, but the graphics quality is a little lower. Unity Remote is a downloadable app designed to help with Android, iOS and tvOS development.Ĭhoose the type of image compression to use when transmitting the game screen to the device via Unity Remote.
Manual del redactor simulator#
To test your app on mobile devices, use the Device Simulator package instead.Ĭhoose the device type you want to use for Unity Remote testing. Note: Unity Remote is deprecated in 2020.1 and future versions. Use the Editor settings (main menu: Edit > Project Settings, the select the Editor category) to apply global settings for working in Unity’s Editor.
