Network Manager
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Editor

Use the Editor settings (main menu: Edit > Project Settings, the select the Editor category) to apply global settings for working in Unity’s Editor.

Editor settings
Editor settings
プロパティー 機能
Unity Remote
Device Choose the device type you want to use for Unity Remote testing.
Unity Remote is a downloadable app designed to help with Android, iOS and tvOS development.
Compression Choose the type of image compression to use when transmitting the game screen to the device via Unity Remote. Default is JPEG.
JPEG JPEG は通常、高い圧縮率とパフォーマンスを持ちますが、グラフィックスの品質が少し低くなります。これは、デフォルトの設定です。
PNG PNG はより正確なゲームの表示を行いますが、パフォーマンスが低くなる場合があります。
Resolution Choose the resolution the game should run at on Unity Remote. Default is Downsize.
Downsize Display the game at a lower resolution. This results in better performance, but lower graphical accuracy. This is the default option.
Normal Display the game at normal resolution. This results in better graphical accuracy, but lower performance.
Joystick Source Choose the connection source for the joysticks you are using. Default is Remote.
Remote Use joysticks that are connected to a device running Unity Remote. This is the default option.
Local Use joysticks that are connected to the computer running the Editor.
Version Control
Mode Choose the visibility of meta files. You can use Unity in conjunction with most common version control tools, including Perforce and PlasticSCM. Default is Hidden Meta Files.
For more information on showing or hiding meta files, see Visible or hidden meta files at Unity Answers.
Hidden Meta Files Hide meta files. This is the default option.
Visible Meta Files Display meta files. This is useful when using version control, because it allows other users and machines to view these meta files.
Perforce Use Perforce version control system.
PlasticSCM Use PlasticSCM version control system.
Asset Serialization
Mode Choose which format to use for storing serialized Assets. This is set to Force Text by default.
Unity uses serialization to load and save Assets and AssetBundles to and from your computer’s hard drive. To help with version control merges, Unity can store Scene files in a text-based format. If you are not merging Scenes, Unity can store Scenes in a more space-efficient binary format, or allow both text and binary Scene files to exist at the same time.
Mixed Assets in Binary mode remain in Binary mode, and Assets in Text mode remain in Text mode. Unity uses Binary mode by default for new Assets.
Force Binary Convert all Assets to Binary mode, including new Assets.
Force Text Convert all Assets to Text mode, including new Assets. This is the default option.
Default Behavior Mode
Mode Choose the default 2D or 3D development mode. Unity sets up the certain default behaviors according to the mode you choose to make development easier. Default is 3D.
3D Set Unity up for 3D development. This is the default option.
2D Set Unity up for 2D development.
Prefab Editing Environments
Regular Environment Assign a Scene as an editing environment in Prefab Mode for regular Prefabs (that is, Prefabs with a regular Transform component). This allows you to edit your Prefab against a backdrop of your choosing rather than an empty Scene.
See Editing a Prefab in Prefab Mode for more information.
UI Environment Assign a Scene as an editing environment in Prefab Mode for UI Prefabs (that is, Prefabs with a Rect Transform component). This allows you to edit your Prefab against a backdrop of your choosing rather than an empty Scene.
See Editing a Prefab in Prefab Mode for more information.
Sprite Packer
Mode Choose a mode to configure the Sprite Packer tool. The Sprite Packer tool automates the process of generating sprite atlases from individual Sprite Textures. Default is Disabled.
Disabled Unity はアトラスをパックしません。これはデフォルトの設定です。
Enabled For Builds(Legacy Sprite Packer) Unity は、エディターの再生モード用ではなく、ビルド専用のアトラスをパックします。この Legacy Sprite Packer オプションは、スプライトアトラスバージョンというよりは、むしろスプライトパッカーのタグベースのバージョンです。
Always Enabled(Legacy Sprite Packer) Unity packs Atlases for builds, and before entering in-Editor Play mode. This Legacy Sprite Packer option refers to the Tag-based version rather than the Sprite Atlas version.
Enabled For Builds Unity は、エディターの再生モード用ではなく、ビルド専用のアトラスをパックします。
Always Enabled Unity は、エディターの再生モード用に入る前に、ビルド専用のアトラスをパックします。
Padding Power (Legacy Sprite Packer) Choose the value that the packing algorithm uses when calculating the amount of space or “padding” to allocate between packed Sprites, and between Sprites and the edges of the generated atlas. This setting is only available with the Legacy Sprite Packer.
1 Represents the value 21. Use this setting to allocate 2 pixels between packed Sprites and atlas edges. This is the default setting.
2 Represents the value 22. Use this setting to allocate 4 pixels between packed Sprites and atlas edges.
3 Represents the value 23. Use this setting to allocate 8 pixels between packed Sprites and atlas edges.
C# Project Generation
Additional extensions to include Include a list of additional file types to add to the C# Project. Separate each file type with a semicolon. By default, this field contains txt;xml;fnt;cd.
Root namespace Fill in the namespace to use for the C# project RootNamespace property. See Common MSBuild Project Properties for more information. This field is blank by default.
ETC Texture Compressor
Behavior Specify the compression tool to use for different compression qualities of ETC Textures.
The compression tools available are etcpak, ETCPACK and Etc2Comp. These are all third-party compressor libraries.
Legacy Use the configuration that was available before ETC Texture compression became configurable. This sets the following properties:
- Fast: ETCPACK Fast
- Normal: ETCPACK Fast
- Best: ETCPACK Best
Default Use the default configuration for Unity. This sets the following properties:
- Fast: etcpack
- Normal: ETCPACK Fast
- Best: Etc2Comp Best
Custom Customize the ETC Texture compression configuration. When you choose this option, the Fast, Normal, and Best properties are enabled. This maps to the Compressor Quality setting in the Texture Importer for the supported platforms.
Fast Define the compression quality tool to use for Fast compression.
Normal Define the compression quality tool to use for Normal compression.
Best Define the compression quality tool to use for Best compression.
Line Endings For New Scripts
Mode Choose the file line endings to apply to new scripts created within the Editor. Note that configuring these settings does not convert existing scripts.
OS Native Apply line endings based on the operating system the Editor is running on.
Unix Apply line endings based on the Unix operating system.
Windows Apply line endings based on the Windows operating system.
Streaming Settings
Enable Texture Streaming in Play Mode Enable mipmap Texture streaming in Play Mode.
The Quality Texture Streaming setting must also be enabled.

  • 2018–09–28 New Unified Settings updates
  • 2017–11–03 5.6 以来の複数変更点をアップデート
  • 2018–09–28 編集レビュー を行って修正されたページ
Network Manager
Script Execution Order