# Settings Manager A framework for making any serializable field a setting, complete with an procedurally populated Settings Provider. ![in action](Documentation~/images/settings.gif) ## Quick Start Settings are saved in `ISettingsRepository` instances. Two default implementations are provided, one for saving user settings (`UserSettingsRepository`) and one for per-project settings (`ProjectSettingsRepository`). Settings repositories are responsible for saving and loading preferences. You may work directly with `ISettingsRepository`, or create a `Settings` instance to manage them. Creating a `Settings` is convenient because it allows you to make use of the `UserSetting` class and attribute. The most common case will be for packages to create a `Settings` manager with two repositories, one for user settings (`SettingsScope.User`) and one for per-project settings (`SettingsScope.Project`). Below is an example of how most packages will use this api. ``` using UnityEditor; using UnityEditor.SettingsManagement; using UnityEngine; public class MySettings { static Settings s_SettingsInstance; public static Settings instance { get { if(s_SettingsInstance == null) s_SettingsInstance = new Settings("com.unity.my-package"); return s_SettingsInstance; } } // Register a new SettingsProvider that will scrape the owning assembly for [UserSetting] marked fields. [SettingsProvider] static SettingsProvider CreateSettingsProvider() { var provider = new UserSettingsProvider("Preferences/My Settings", instance, new [] { typeof(MySettings).Assembly }); return provider; } } public class Test { [UserSetting("User Settings", "My User Int Value")] static UserSetting userSetting = new UserSetting(MySettings.instance, "MyInteger", 42, SettingsScope.User); [UserSetting("Project Settings", "My Project Int Value")] static UserSetting projectSetting = new UserSetting(MySettings.instance, "MyInteger", 42, SettingsScope.Project); [MenuItem("Debug/Print Settings Values")] static void PrintValues() { Debug.Log($"User integer is: {(int) userSetting}, and project integer is {(int) projectSetting}"); } } ``` Values are set and retrieved using generic methods on on your `Settings` instance: ``` MySettingsManager.instance.Get("myFloatValue", SettingsScopes.Project); ``` The `Settings` class will handle finding an appropriate `ISettingsRepository` for the scope (and optional repository name), 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. ``` // UserSetting is a wrapper class that handles saving and loading serializable values. It is compatible with the `[UserSetting]` attribute, which is used to automatically populate a settings provider. UserSetting myIntValue = new UserSetting(MySettingsManager.instance, "MyIntegerKey", 42, SettingsScopes.User); ``` `UserSetting` caches the current value, and keeps a copy of the default value so that it may be reset. `UserSetting` fields are also eligible for use with the `[UserSetting]` attribute, which lets the `UserSettingsProvider` automatically add it to a settings inspector. ## Settings Provider To register your settings in the `Settings Window` you can either write your own `SettingsProvider` implementation, or use the provided `UserSettingsProvider` and let it automatically create your interface. 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. ``` using UnityEngine; namespace UnityEditor.SettingsManagement.Examples { static class MySettingsProvider { [SettingsProvider] static SettingsProvider CreateSettingsProvider() { var provider = new UserSettingsProvider("Preferences/My Settings", MySettingsManager.instance, new [] { typeof(MySettingsProvider).Assembly }); return provider; } } } ``` To register a field with `UserSettingsProvider`, simply decorate it with `[UserSetting(string displayCategory, string key)]`. `[SettingAttribute]` is only valid for static fields. 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.