Photon Quantum 3.0.0

Static Public Member Functions | Public Attributes | Static Public Attributes | Properties | List of all members
Quantum.QuantumEditorSettings Class Reference

Contains global Quantum editor settings. More...

Inheritance diagram for Quantum.QuantumEditorSettings:
Quantum.QuantumGlobalScriptableObject< QuantumEditorSettings >

Static Public Member Functions

static ? T Get< T > (Func< QuantumEditorSettings, T > check)
 Get the global Quantum editor settings instance and run the provided action and return result of a certain type. More...
 
static T Get< T > (Func< QuantumEditorSettings, T > check, T defaultValue)
 Get the global Quantum editor settings instance and run the provided action and return result of a certain type. More...
 
static bool IsInAssetSearchPaths (string path)
 Test if an asset path is in the asset search paths (AssetSearchPaths). More...
 

Public Attributes

string[] AssetSearchPaths = new string[] { "Assets" }
 Locations that the QuantumUnityDB disovers Quantum assets. Changing this requires reimporting all Unity (Quantum) assets manually. More...
 
QuantumMapDataBakeFlags AutoBuildOnBuild = QuantumMapDataBakeFlags.BakeMapData
 If set MapData will be automatically baked on building, on saving a scene and on building a player. More...
 
QuantumMapDataBakeFlags AutoBuildOnPlaymodeChanged = QuantumMapDataBakeFlags.BakeMapData
 If set MapData will be automatically baked on entering play mode, on saving a scene and on building a player. More...
 
QuantumMapDataBakeFlags AutoBuildOnSceneSave = QuantumMapDataBakeFlags.BakeMapData
 Automatically trigger bake on saving a scene. More...
 
string DefaultNewAssetsLocation = "Assets/QuantumUser/Resources"
 Where to create new Quantum assets by default. More...
 
QuantumEntityComponentInspectorMode EntityComponentInspectorMode = QuantumEntityComponentInspectorMode.InlineInEntityPrototypeAndHideMonoBehaviours
 If enabled entity components are displayed inside of EntityPrototype inspector More...
 
QuantumToolbarZone QuantumToolbarZone = QuantumToolbarZone.ToolbarZoneRightAlign
 Where to display the toolbar. Requires a domain reload after change. More...
 
bool UsePhotonAppVersionsPostprocessor = true
 If enabled a local PhotonPrivateAppVersion scriptable object is created to support the demo menu scene. More...
 
bool UseQuantumToolbarUtilities = false
 If enabled a scene loading dropdown is displayed next to the play button. More...
 
bool UseQuantumUnityDBAssetPostprocessor = true
 The post processor enables duplicating Quantum assets and prefabs and make sure a new GUID and correct path are set. This can make especially batched processes slow and can be toggled off here. More...
 

Static Public Attributes

const string DefaultPath = "Assets/QuantumUser/Editor/QuantumEditorSettings.asset"
 The default path of the global Quantum editor settings asset. More...
 

Properties

int FPDisplayPrecision [get, set]
 Obsolete. More...
 

Detailed Description

Contains global Quantum editor settings.

Member Function Documentation

◆ Get< T >() [1/2]

static ? T Quantum.QuantumEditorSettings.Get< T > ( Func< QuantumEditorSettings, T >  check)
inlinestatic

Get the global Quantum editor settings instance and run the provided action and return result of a certain type.

Template Parameters
TType to return
Parameters
checkThe func to run on the settings.
Returns
Returns the result of the func or default T
Type Constraints
T :struct 

◆ Get< T >() [2/2]

static T Quantum.QuantumEditorSettings.Get< T > ( Func< QuantumEditorSettings, T >  check,
defaultValue 
)
inlinestatic

Get the global Quantum editor settings instance and run the provided action and return result of a certain type.

Template Parameters
TType to return
Parameters
checkThe func to run on the settings.
defaultValueReturn this when the settings have not been found.
Returns
Returns the result of the func

◆ IsInAssetSearchPaths()

static bool Quantum.QuantumEditorSettings.IsInAssetSearchPaths ( string  path)
inlinestatic

Test if an asset path is in the asset search paths (AssetSearchPaths).

Parameters
pathPath to check
Returns
True if the path is inside the configured search path

Member Data Documentation

◆ DefaultPath

const string Quantum.QuantumEditorSettings.DefaultPath = "Assets/QuantumUser/Editor/QuantumEditorSettings.asset"
static

The default path of the global Quantum editor settings asset.

◆ AssetSearchPaths

string [] Quantum.QuantumEditorSettings.AssetSearchPaths = new string[] { "Assets" }

Locations that the QuantumUnityDB disovers Quantum assets. Changing this requires reimporting all Unity (Quantum) assets manually.

◆ DefaultNewAssetsLocation

string Quantum.QuantumEditorSettings.DefaultNewAssetsLocation = "Assets/QuantumUser/Resources"

Where to create new Quantum assets by default.

◆ UseQuantumUnityDBAssetPostprocessor

bool Quantum.QuantumEditorSettings.UseQuantumUnityDBAssetPostprocessor = true

The post processor enables duplicating Quantum assets and prefabs and make sure a new GUID and correct path are set. This can make especially batched processes slow and can be toggled off here.

◆ UseQuantumToolbarUtilities

bool Quantum.QuantumEditorSettings.UseQuantumToolbarUtilities = false

If enabled a scene loading dropdown is displayed next to the play button.

◆ QuantumToolbarZone

QuantumToolbarZone Quantum.QuantumEditorSettings.QuantumToolbarZone = QuantumToolbarZone.ToolbarZoneRightAlign

Where to display the toolbar. Requires a domain reload after change.

◆ UsePhotonAppVersionsPostprocessor

bool Quantum.QuantumEditorSettings.UsePhotonAppVersionsPostprocessor = true

If enabled a local PhotonPrivateAppVersion scriptable object is created to support the demo menu scene.

◆ EntityComponentInspectorMode

If enabled entity components are displayed inside of EntityPrototype inspector

◆ AutoBuildOnSceneSave

QuantumMapDataBakeFlags Quantum.QuantumEditorSettings.AutoBuildOnSceneSave = QuantumMapDataBakeFlags.BakeMapData

Automatically trigger bake on saving a scene.

◆ AutoBuildOnPlaymodeChanged

QuantumMapDataBakeFlags Quantum.QuantumEditorSettings.AutoBuildOnPlaymodeChanged = QuantumMapDataBakeFlags.BakeMapData

If set MapData will be automatically baked on entering play mode, on saving a scene and on building a player.

◆ AutoBuildOnBuild

QuantumMapDataBakeFlags Quantum.QuantumEditorSettings.AutoBuildOnBuild = QuantumMapDataBakeFlags.BakeMapData

If set MapData will be automatically baked on building, on saving a scene and on building a player.

Property Documentation

◆ FPDisplayPrecision

int Quantum.QuantumEditorSettings.FPDisplayPrecision
getset

Obsolete.