Noise Crime
Jul 10, 2017 · 1 min read

Interesting article. I dislike the idea of using EditorPrefs since that is tied to a single machine and Unity version and doesn’t account for per project settings. Granted you can tag the pref with a project name like you suggest, but this runs the risk of polluting ones registry ( on windows) with countless editorPrefs.

However while scriptableObjects would seem perfect for per project editor settings the issues you describe concerning storage, especially avoiding polluting the users asset folder structure or if you go with Resources folder having it included in builds make it less appealing.

But it seems we are in luck, having looked into it a bit more I discovered that according to the ‘SpecialFolders’ documentation ‘Note that if the Resources folder is an Editor subfolder, the Assets in it are loadable from Editor scripts but are stripped from builds.’

Not sure when this change happened and assuming the documentation is correct, this would now seem to be the perfect solution for per project custom editor settings via scriptableObjects.

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