# Settings Manager A framework for making any serializable field a setting, complete with a pre-built settings interface. ## Quick Start Settings are stored and managed by a `Settings` instance. This class is responsible for setting and retrieving serialized values from the appropriate repository. Settings repositories are used to save and load settingsfor a settings scope. Two are provided with this package: one for saving User preferences (`UserSettingsRepository`, backed by the `EditorPrefs` class) and one for Project settings (`ProjecSettingsRepository`, which saves a JSON file to the `ProjectSettings` directory). Usually you will want to create and manage a singleton `Settings` instance. Ex: ``` using UnityEditor.SettingsManagement; namespace UnityEditor.SettingsManagement.Examples { static class MySettingsManager { internal const string k_PackageName = "com.unity.my-settings-example"; static Settings s_Instance; internal static Settings instance { get { if (s_Instance == null) s_Instance = new Settings(k_PackageName); return s_Instance; } } } } ``` Values are set and retrieved using generic methods on on your `Settings` instance: ``` MySettingsManager.instance.Get("myFloatValue", SettingsScope.Project); ``` There are two arguments: key, and scope. The `Settings` class will handle finding an appropriate `ISettingsRepository` for the scope, 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. Alternatively, you can use the `UserSetting` class to manage settings. This is a wrapper class around the `Settings` get/set properties, and makes it very easy to make any field a saved setting. ``` // UserSetting(Settings instance, string key, T defaultValue, SettingsScope scope = SettingsScope.Project) Setting myIntValue = new Setting(MySettingsManager.instance, "int.key", 42, SettingsScope.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 `[UserSettingAttribute]` attribute, which lets the `SettingsManagerProvider` 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 `SettingsManagerProvider` and let it automatically create your interface. Making use of `SettingsManagerProvider` 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 { const string k_PreferencesPath = "Preferences/My Settings"; [SettingsProvider] static SettingsProvider CreateSettingsProvider() { // The last parameter tells the provider where to search for settings. var provider = new SettingsManagerProvider(k_PreferencesPath, MySettingsManager.instance, new [] { typeof(MySettingsProvider).Assembly }); return provider; } } } ``` To register a field with the `SettingsManagerProvider`, simply decorate it with `[UserSettingAttribute(string displayCategory, string key)]`. `[UserSettingAttribute]` 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.