Understand how global and contextual shortcuts work, how to resolve shortcut conflicts, and how to organize shortcuts with profiles.
For information about how to view, assign, and manage shortcuts, refer to Shortcuts window reference and Manage keyboard shortcuts.
Unity Editor shortcuts can be global or contextual.
Global shortcuts are always available. For example, by default the command to undo an action uses the shortcut Ctrl/Cmd + Z. Using that shortcut always undoes the most recent action, regardless of which windows are open and which tools are active.
Contextual shortcuts only work when you use a particular view or set of tools. For example, by default the square bracket keys [ and ] have different uses in the TerrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info
See in Glossary tool and the Grid Painting tool. When you use the bracket shortcut, Unity executes the command for whichever tool is active.
You can assign any keyboard shortcut to either:
You get a shortcut conflict if you assign the same keyboard shortcut to:
When you create a conflict, the Editor displays a warning icon in the Shortcuts window. You can resolve the conflict by changing one of the conflicting shortcuts.
The Editor has a few global commands that can share shortcuts without creating conflict, because something other than context differentiates them. For example, the Q, W, and E keys:
There are three types of commands in Unity:
Action: Triggers once, when you press the shortcut.
Clutch: Triggers twice, when you press the shortcut and when you release it.
Menu: Activates a main menu option.
Tip: You can also access menu items from the Search window. For more information, refer to Search the Unity Editor main menu.
The Unity Editor saves keyboard shortcuts to profiles. You can create multiple profiles and move between them without restarting the Editor. With shortcut profiles, you can customize your shortcuts for different workflows, package sets, or custom tools. For more information on creating, renaming, deleting, and switching between shortcut profiles, refer to Manage shortcut profiles.
Unity automatically saves any changes you make to shortcuts to the active profile. If the active profile is the default profile, Unity saves the changes to a new copy of the default profile.
The Default profile is the profile that the Editor uses when you first install it. It’s also the profile that forms the basis for any new profiles you create, so you don’t have to assign every shortcut in a new profile: only those you want to change.
You can’t modify the default profile. If you try to modify it, the Editor automatically creates a copy of the default profile, names it Default Copy, makes that copy the active profile, and applies your change to that copy.
The Editor supports reusing profiles across projects and versions:
EditorPrefs API reference page.