The Colors preferences let you pick colors for various user interface elements in the Unity Editor. To open the preferences, go to Edit > Preferences > Colors (macOS: Unity > Settings > Colors).
Use this setting to customize color preferences for General settings.
| Property | Function |
|---|---|
| Playmode Tint | The color to tint the editor to for ease of identifying when you’re in Play mode. Unity tints the whole editor with the color you pick here when you enter Play mode. Some operations in the Editor aren’t available when in Play mode, and you can reset some edited values when exiting the Play mode. |
Use this setting to customize color preferences for animated properties.
| Property | Function |
|---|---|
| Property Animated | The color to indicate a property that’s currently being animated. |
| Property Candidate | The color to indicate the animated property that you modified recently. |
| Property Recorded | The color to indicate that an animated property automatically records changes in the animation clipAnimation data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. More info See in Glossary. |
Use this setting to customize preferences for a SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary.
| Property | Function |
|---|---|
| Background | Set the color for the scene cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info See in Glossary to clear to when the Scene FX skyboxA special type of Material used to represent skies. Usually six-sided. More info See in Glossary setting is turned off. |
| Background for PrefabsAn asset type that allows you to store a GameObject complete with components and properties. The prefab acts as a template from which you can create new object instances in the scene. More info See in Glossary |
Set the color for the scene camera to clear to when the Scene FX skybox setting is turned off. |
| Contribute GI: Off / Receive GI: Light ProbesLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info See in Glossary |
Set the color to display when ContributeGI is disabled in the GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary’s Static Editor Flags. |
| Contribute GI: On / Receive GI: Light Probes | Set the color to display when ContributorGI is enabled in the GameObject’s Static Editor Flags, and the Renderer’s ReceiveGI property is set to LightmapsA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info See in Glossary. |
| Contribute GI: On / Receive GI: Lightmaps | Set the color to display when ContributeGI is enabled in the GameObject’s Static Editor Flags, and the Renderer’s ReceiveGI property is set to Light Probes. |
| Grid | Set the color of the grid in the Scene viewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info See in Glossary. |
| Guide Line | Set the color of the Guide Line in the Scene view. |
| Material Validator Pure Metal | Set the color for the Validate Albedo/Metal Specular debug render mode to indicate the material properties. |
| Material Validator Value Too High | Set the color for the Validate Albedo/Metal Specular debug render mode to indicate when the material value is too high. |
| Material Validator Value Too Low | Set the color for the Validate Albedo/Metal Specular debug render mode to indicate when the material value is too low. |
| Selected Axis | Set the color for the selected handle to show highlighted in, when Move, Rotate, or the Scale tool is engaged. |
| Selected Children Outline | Set the outline color for the children of the selected objects. |
| Selected Material Highlight | Set the outline color that shows when clicking on a meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info See in Glossary in the MeshRenderer to ping the submesh in the Scene view. |
| Selected Outline | Set the outline color for the selected GameObjects. |
| UI ColliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info See in Glossary Handle |
Set the color to use for the Unity UI’s padding visualization. |
| Volume GizmoA graphic overlay associated with a GameObject in a Scene, and displayed in the Scene View. Built-in scene tools such as the move tool are Gizmos, and you can create custom Gizmos using textures or scripting. Some Gizmos are only drawn when the GameObject is selected, while other Gizmos are drawn by the Editor regardless of which GameObjects are selected. More info See in Glossary |
Set the color to indicate the audio sourceA component which plays back an Audio Clip in the scene to an audio listener or through an audio mixer. More info See in Glossary in Gizmo. |
| Wireframe | Set the color of the wireframe when the wireframe render mode is active. |
| Wireframe Overlay | Set the color of the wireframe when the textured wireframe render mode is active. |
| Wireframe Selected | If you’ve enabled Selection Wire in the Gizmo options, then the selected wireframes appear in the color that you set here. |
| X Axis | The color that you set here is indicated for any built-in transform tool handle affecting x-axis. |
| Y Axis | The color that you set here is indicated for any built-in transform tool handle affecting y-axis. |
| Z Axis | The color that you set here is indicated for any built-in transform tool handle affecting z-axis. |