# 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<int> userSetting = new UserSetting<int>(MySettings.instance, "MyInteger", 42, SettingsScope.User);

    [UserSetting("Project Settings", "My Project Int Value")]
    static UserSetting<int> projectSetting = new UserSetting<int>(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<float>("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<T> 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<int> myIntValue = new UserSetting<int>(MySettingsManager.instance, "MyIntegerKey", 42, SettingsScopes.User);
```

`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 `[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.