Project settings
Open settings with Ctrl / ⌘ + , or the Activity Bar’s gear. Settings are grouped:
- Editor — Appearance (language, accent color, UI scale), Viewport (grid, snapping, gizmos), Keyboard Shortcuts (every shortcut below is rebindable here), and Console.
- Project (saved into
project.esproject):- Display — the project design resolution (seeds new Canvases + drives the device
preview in any scene), the project-wide screen orientation (every export target
honors it; unset ⇒ derived from the design resolution’s aspect), and the camera fit
(how the main camera scales the design resolution without a UI Canvas;
None= off). - UI — the project’s widget theme (dark / light) and per-role Theme Colors overrides, applied identically in the editor, Play, and every export. See UI widgets — theming.
- Physics — enable, gravity, sixteen collision-layer names and a 16×16 collision matrix, plus solver tuning (fixed timestep, sub-steps, contact Hz/damping/push speed, sleeping, continuous collision). See Physics.
- Rendering — up to thirty-two named sorting layers that populate the inspector’s
layer dropdown, and which of them y-sort. The names are suggestions, not a limit:
a render
layerstill accepts a number outside them. - Packaging — per-target metadata: WeChat AppID, Desktop app id / product name.
- Display — the project design resolution (seeds new Canvases + drives the device
preview in any scene), the project-wide screen orientation (every export target
honors it; unset ⇒ derived from the design resolution’s aspect), and the camera fit
(how the main camera scales the design resolution without a UI Canvas;
Editor language
Section titled “Editor language”The editor ships in English and 简体中文 and follows your system language on first launch. Switch it under Settings → Appearance → Language — the change applies after a reload (the editor prompts for one). The editor’s UI strings run on the same localization engine your game uses at runtime.