Settings
The Settings window controls the Runtime Studio experience that players see at runtime. It covers core features, scene overlays, input, the free camera, icons, libraries, and installed plugins.
Open it from Tools > Fullscreen > Runtime Studio > Settings. You can also select a RuntimeStudioSettings asset and choose Open Settings Editor, or open it from the custom inspector on a RuntimeStudioEditor host.
Settings assets
Runtime Studio supports more than one RuntimeStudioSettings asset in the same project. This is useful when different scenes, game modes, or editor hosts need different cameras, libraries, plugins, or feature gates.
When more than one settings asset exists, the Settings window shows an Editing Asset selector so you can choose the one you are changing. Confirm that the same asset is assigned to the RuntimeStudioEditor host you are testing.
General
The General page shows the asset that is being edited, its project path, the Home Scene, library preview generation, and Hierarchy context prefabs.
Set Home Scene when the Scene Settings menu should offer a return-to-game target. Runtime Studio loads that scene with LoadSceneMode.Single. Without it, Quit to Desktop is still available, but there is no configured scene to return to.
Hierarchy context prefabs add project-specific entries to the Hierarchy right-click menu. Give each item a slash-separated menu path and the prefab or GameObject to create. For example, Visual Scripting/Characters/NPC creates a nested menu entry.
Features
Feature toggles are the main way to make the runtime editor smaller and more focused. You can enable or disable:
- Hierarchy, Project, and Inspector panels
- Console and Runtime Play
- Scene Save / Load and Package Import / Export
- Transform tools
- Scene overlays
These are high-level gates. Turning one off removes its connected core workflow from the runtime UI.
Scene overlays
The Scene Overlays page controls the appearance of the scene grid, transform gizmos, selection outline, colliders, and NavMesh preview.
The grid settings cover render mode, shader, half extents, major interval, plane offset, fade start, line widths, and line colours. Transform gizmo and selection settings control their render mode and shaders. Collider and NavMesh settings control their overlay shader references.
Use Reset To Built-in Shaders to restore the shader references included with Runtime Studio.
Input
Pause Time Scale When Editing pauses the game while the editor is open in edit mode.
The rest of the page exposes Input System action slots for toggling the editor and console, deleting or duplicating selection, framing and aligning selection, extruding, leaving Runtime Studio play mode, transform tools, undo, and redo. Leave a slot empty to use Runtime Studio's built-in default action.
Free Cam
The Free Cam page controls the camera used to move through the scene while editing. It includes enable state, look hold behaviour, move-only-while-looking behaviour, move speed range, boost multiplier, look sensitivity, and scroll speed step.
You can also assign Input System actions for movement, elevation, look, look hold, boost, and speed adjustment. Empty fields use the default fallback controls: right mouse button to look, mouse delta to rotate, WASD to move, Q and E for elevation, Shift to boost, and mouse wheel to change speed.
Icons and libraries
The Icons page lets you replace the textures used by Runtime Studio's built-in UI. It includes common GameObject, component, asset, transform, playback, menu, search, folder, and picker icons, plus a per-type override list.
Use Reset To Built-in Icons to restore the bundled icon references.
The Libraries page lists the EditorAssetLibrary assets that Runtime Studio can use at runtime. Those assigned libraries feed the Project panel and object pickers. Use Open Library Manager when you need to edit a library.
Plugin pages
Each installed plugin can add a page below the built-in settings categories. These pages normally include Enable plugin, feature toggles, type filter groups, and a Find type search field.
Feature toggles usually control plugin panels, scene toolbar buttons, Scene Settings entries, and other registered plugin UI. Type filters can hide components, triggers, instructions, conditions, or properties that you do not want players to use.
The type list shows the first 300 matching types. Narrow the search when the project contains more results. A disabled type can also show the dependency reason supplied by the plugin.
RuntimeEditorPanelSettings
RuntimeEditorPanelSettings is the UI Toolkit PanelSettings asset used by the Runtime Studio UIDocument. The bundled asset is at Runtime/Resources/RuntimeEditorPanelSettings.asset and is loaded with the RuntimeEditorPanelSettings Resources key when the host document does not already have panel settings.
Runtime Studio uses panel settings in this order:
- A
UIDocument.panelSettingsalready assigned to the host. - The bundled
RuntimeEditorPanelSettingsresource. - An error if neither is available.
The bundled asset is set up for normal screen-space runtime UI with a 1200 x 800 reference resolution and a high sorting order. Runtime Studio also loads RuntimeEditor.uss, so the final look combines the panel theme and the Runtime Studio style sheet.
Most projects should keep the bundled asset. When a project needs different scaling, render mode, theming, display, or UI layering, duplicate the bundled PanelSettings asset and assign the copy directly to the host UIDocument. This is also the right setup when Runtime Studio should share an existing UI Toolkit panel.