| assetNamingUsesSpace | Controls whether to insert a space before a number in duplicated Asset names. |
| assetPipelineMode | Select the assetpipeline mode. |
| asyncShaderCompilation | Enable asynchronous Shader compilation in Game and Scene view. |
| cacheServerDownloadBatchSize | Controls the size of the batches used when making cacheserver download requests. |
| cacheServerEnableAuth | Toggle whether to enable authentication to cache server. |
| cacheServerEnableDownload | Toggle whether to enable downloading from cache server. |
| cacheServerEnableTls | Toggle whether to enable TLS encryption to cache server. |
| cacheServerEnableUpload | Toggle whether to enable uploading from cache server. |
| cacheServerEndpoint | Cache server endpoint IP address |
| cacheServerMode | Select cache server mode |
| cacheServerNamespacePrefix | Sets the namespace prefix to use for the cache server. |
| cacheServerValidationMode | Select Accelerator server validation mode. |
| cachingShaderPreprocessor | This property is now obsolete. Unity always uses the Caching Shader Preprocessor. |
| enableTextureStreamingInEditMode | Enable texture mipmap streaming system when in Edit Mode. |
| enableTextureStreamingInPlayMode | Enable texture mipmap streaming system when in Play Mode. |
| enterPlayModeOptions | Determines the state of the Enter Play Mode Options in the Unity Editor. |
| enterPlayModeOptionsEnabled | Determines whether the Enter Play Mode Options are enabled in the Unity Editor or not. |
| forceAssetUnloadAndGCOnSceneLoad |
Forces a managed heap garbage collection and unloads unused assets after loading a scene in single mode in the Editor or exiting Prefab Mode. Disabling this can improve performance if you do not rely on managed class finalizers being called at that time.
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| gameObjectNamingDigits | Indicates the amount of digits to use for the numbers in a duplicated GameoObject's name. |
| gameObjectNamingScheme | Indicates which naming scheme to use for duplicated GameObjects. |
| lineEndingsForNewScripts | Determines what line endings to use in a new C# file created in the Editor. |
| prefabModeAllowAutoSave | Allow Auto Save in Prefab Mode for this project. |
| prefabRegularEnvironment | Allows you to specify a Scene to use as the editing environment for Prefabs. |
| prefabUIEnvironment | Allows you to specify a Scene to use as the editing environment for UI Prefabs. |
| projectGenerationRootNamespace | Controls which root namespace gets written into the c# .csproj projects that Unity generates. |
| projectGenerationUserExtensions | Controls list of extensions of files that will be included in the c# .csproj projects that Unity generates. |
| referencedClipsExactNaming | Controls which referenced clips an humanoid rig is able to update when using @convention files. |
| refreshImportMode | Controls the Editor's use of parallel processes when it imports assets during an asset database refresh, for this project. |
| serializeInlineMappingsOnOneLine | Forces Unity to write references and similar YAML structures on one line, which reduces version control noise. |
| shadowmaskStitching | Apply seam stitching to Shadowmask Lightmaps. |
| spritePackerPaddingPower | Power of 2 value to add a boundary (padding) to Sprites packed to the Atlas (Legacy Sprite Packer). |
| unityRemoteCompression | Gets or sets compression method used for Unity Remote screen stream. |
| unityRemoteDevice | Gets or sets device ID used for Unity Remote feature. |
| unityRemoteJoystickSource | Gets or sets joystick source used in editor when Unity Remote is connected. |
| unityRemoteResolution | Gets or sets resolution used for Unity Remote screen stream. |
| useLegacyProbeSampleCount | Enable the legacy fixed sample counts for baking Light Probes with Progressive Lightmapper. |