public static abstract sealed class Editor.EditorPreferences
Properties
Showing 28 properties
public static bool Editor.EditorPreferences.BackfaceSelection { get; set; }
Should we hit the back faces when tracing meshes
public static bool Editor.EditorPreferences.BoundsPlacement { get; set; }
Use bounds when dragging in objects
public static float Editor.EditorPreferences.CameraFieldOfView { get; set; }
Camera field of view
public static bool Editor.EditorPreferences.CameraInvertPan { get; set; }
Should the camera panning be inverted?
public static float Editor.EditorPreferences.CameraMovementSmoothing { get; set; }
Should we smooth the movement of the camera. This is the smooth time, in seconds. No smoothing feels pretty jarring, but a bit feels nice. Once you get over half a second it makes everything feel slow and horrible.
public static float Editor.EditorPreferences.CameraSensitivity { get; set; }
public static float Editor.EditorPreferences.CameraSpeed { get; set; }
How fast should the camera move
public static float Editor.EditorPreferences.CameraZFar { get; set; }
The furthest thing to render
public static float Editor.EditorPreferences.CameraZNear { get; set; }
The closest thing to render
public static bool Editor.EditorPreferences.ClearConsoleOnPlay { get; set; }
public static Editor.EditorPreferences.NotificationLevel Editor.EditorPreferences.CompileNotifications { get; set; }
public static bool Editor.EditorPreferences.CreateObjectsAtOrigin { get; set; }
public static string Editor.EditorPreferences.DedicatedServerCommandLineArgs { get; set; }
Command-line arguments for new game instances spawned by the editor.
public static float Editor.EditorPreferences.ErrorNotificationTimeout { get; set; }
The amount of seconds to keep a notification open if it's an error
public static bool Editor.EditorPreferences.FastHotload { get; set; }
public static bool Editor.EditorPreferences.FullScreenOnPlay { get; set; }
public static bool Editor.EditorPreferences.HideOrbitCursor { get; set; }
Should we hide the eye cursor when orbiting scene camera?
public static bool Editor.EditorPreferences.HidePanCursor { get; set; }
Should we hide the eye cursor when panning scene camera?
public static bool Editor.EditorPreferences.HideRotateCursor { get; set; }
Should we hide the eye cursor when rotating the scene camera?
public static bool Editor.EditorPreferences.InvertOrbitZoom { get; set; }
Should the orbit camera zoom be inverted? Inverted: mouse up/left zooms in, mouse down/right zooms outStandard: mouse down/right zooms in, mouse up/left zooms out
public static string Editor.EditorPreferences.NewInstanceCommandLineArgs { get; set; }
Command-line arguments for new game instances spawned by the editor.
public static bool Editor.EditorPreferences.NotificationPopups { get; set; }
public static bool Editor.EditorPreferences.NotificationSounds { get; set; }
public static float Editor.EditorPreferences.OrbitZoomSpeed { get; set; }
How fast should the orbit camera zoom?
public static bool Editor.EditorPreferences.PasteAtCursor { get; set; }
When enabled, pasted or duplicated objects are placed under the cursor and aligned to the hit surface.
public static System.Collections.Generic.Dictionary`2<string,string> Editor.EditorPreferences.ShortcutOverrides { get; set; }
Overrides for any Editor shortcuts.
public static bool Editor.EditorPreferences.UndoSounds { get; set; }
Controls whether a sound is played for any undo/redo operation (success or failure)
public static bool Editor.EditorPreferences.WindowedLocalInstances { get; set; }
Whether new game instances spawned by the editor are in windowed mode.
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Metadata
| Field | Value |
|---|---|
| Namespace | Editor |
| Type | class |
| Assembly | Sandbox.Tools |
| Doc ID | T:Editor.EditorPreferences |