251 lines
6.3 KiB
Markdown
251 lines
6.3 KiB
Markdown
# Unity Editor Toolkit - EditorPrefs Management Commands
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Complete reference for reading, writing, and managing Unity EditorPrefs (persistent editor settings).
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**Last Updated**: 2025-01-15
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---
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## cd <unity-project-root> && node .unity-websocket/uw prefs get
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Get EditorPrefs value by key.
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**Usage:**
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```bash
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cd <unity-project-root> && node .unity-websocket/uw prefs get <key> [options]
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```
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**Arguments:**
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```
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<key> EditorPrefs key name
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```
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**Options:**
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```
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-t, --type <type> Value type: string|int|float|bool (default: "string")
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-d, --default <value> Default value if key does not exist
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--json Output in JSON format
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-h, --help Display help for command
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```
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**Examples:**
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```bash
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# Get string value
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cd <unity-project-root> && node .unity-websocket/uw prefs get "UnityEditorToolkit.DatabaseConfig"
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# Get int value with default
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cd <unity-project-root> && node .unity-websocket/uw prefs get "MyInt" -t int -d "0"
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# Get bool value as JSON
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cd <unity-project-root> && node .unity-websocket/uw prefs get "MyBool" -t bool --json
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```
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---
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## cd <unity-project-root> && node .unity-websocket/uw prefs set
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Set EditorPrefs value by key.
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**Usage:**
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```bash
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cd <unity-project-root> && node .unity-websocket/uw prefs set <key> <value> [options]
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```
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**Arguments:**
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```
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<key> EditorPrefs key name
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<value> Value to set
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```
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**Options:**
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```
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-t, --type <type> Value type: string|int|float|bool (default: "string")
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--json Output in JSON format
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-h, --help Display help for command
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```
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**Examples:**
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```bash
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# Set string value
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cd <unity-project-root> && node .unity-websocket/uw prefs set "MyKey" "MyValue"
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# Set int value
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cd <unity-project-root> && node .unity-websocket/uw prefs set "MyInt" "42" -t int
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# Set bool value
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cd <unity-project-root> && node .unity-websocket/uw prefs set "MyBool" "true" -t bool
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# Set float value as JSON
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cd <unity-project-root> && node .unity-websocket/uw prefs set "MyFloat" "3.14" -t float --json
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```
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---
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## cd <unity-project-root> && node .unity-websocket/uw prefs delete
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Delete EditorPrefs key.
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**Usage:**
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```bash
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cd <unity-project-root> && node .unity-websocket/uw prefs delete <key> [options]
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```
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**Arguments:**
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```
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<key> EditorPrefs key name to delete
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```
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**Options:**
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```
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--json Output in JSON format
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-h, --help Display help for command
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```
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**⚠️ Warning:**
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Deletion is irreversible. Make sure you have the correct key name.
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**Examples:**
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```bash
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# Delete key
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cd <unity-project-root> && node .unity-websocket/uw prefs delete "MyKey"
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# Delete with JSON output
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cd <unity-project-root> && node .unity-websocket/uw prefs delete "OldConfig" --json
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```
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---
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## cd <unity-project-root> && node .unity-websocket/uw prefs clear
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Delete all EditorPrefs (WARNING: irreversible).
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**Usage:**
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```bash
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cd <unity-project-root> && node .unity-websocket/uw prefs clear [options]
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```
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**Options:**
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```
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--force Skip confirmation prompt (REQUIRED)
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--json Output in JSON format
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-h, --help Display help for command
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```
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**⚠️ DANGER:**
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This command deletes **ALL** EditorPrefs data for the entire Unity Editor, not just the current project. Use with extreme caution. **Always backup your settings first!**
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**Examples:**
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```bash
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# Attempt to clear (will show warning without --force)
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cd <unity-project-root> && node .unity-websocket/uw prefs clear
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# Force clear all EditorPrefs
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cd <unity-project-root> && node .unity-websocket/uw prefs clear --force
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# Clear with JSON output
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cd <unity-project-root> && node .unity-websocket/uw prefs clear --force --json
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```
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---
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## cd <unity-project-root> && node .unity-websocket/uw prefs has
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Check if EditorPrefs key exists. If key exists, also returns its type and value.
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**Usage:**
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```bash
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cd <unity-project-root> && node .unity-websocket/uw prefs has <key> [options]
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```
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**Arguments:**
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```
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<key> EditorPrefs key name to check
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```
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**Options:**
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```
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--json Output in JSON format
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-h, --help Display help for command
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```
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**Output:**
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```
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Key: <key-name>
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Exists: Yes/No
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Type: string|int|float|bool (only if exists)
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Value: <value> (only if exists)
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```
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**Examples:**
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```bash
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# Check if key exists (shows value if exists)
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cd <unity-project-root> && node .unity-websocket/uw prefs has "UnityEditorToolkit.Database.EnableWAL"
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# Output:
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# Key: UnityEditorToolkit.Database.EnableWAL
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# Exists: Yes
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# Type: bool
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# Value: true
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# Check non-existent key
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cd <unity-project-root> && node .unity-websocket/uw prefs has "NonExistentKey"
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# Output:
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# Key: NonExistentKey
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# Exists: No
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# Check with JSON output
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cd <unity-project-root> && node .unity-websocket/uw prefs has "MyKey" --json
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```
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---
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## Common Use Cases
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### Debug DatabaseConfig
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```bash
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# Check if config exists
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cd <unity-project-root> && node .unity-websocket/uw prefs has "UnityEditorToolkit.DatabaseConfig"
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# Get current config (JSON format)
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cd <unity-project-root> && node .unity-websocket/uw prefs get "UnityEditorToolkit.DatabaseConfig"
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# Reset config (delete)
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cd <unity-project-root> && node .unity-websocket/uw prefs delete "UnityEditorToolkit.DatabaseConfig"
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```
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### Manual Configuration
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```bash
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# Set custom database path
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cd <unity-project-root> && node .unity-websocket/uw prefs set "CustomDatabasePath" "D:/MyData/db.sqlite"
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# Enable feature flag
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cd <unity-project-root> && node .unity-websocket/uw prefs set "FeatureEnabled" "true" -t bool
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# Set numeric setting
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cd <unity-project-root> && node .unity-websocket/uw prefs set "MaxConnections" "10" -t int
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```
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---
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## EditorPrefs Storage Location
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EditorPrefs are stored per-Unity-Editor (not per-project):
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- **Windows**: `HKEY_CURRENT_USER\Software\Unity\UnityEditor\CompanyName\ProductName`
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- **macOS**: `~/Library/Preferences/com.CompanyName.ProductName.plist`
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- **Linux**: `~/.config/unity3d/CompanyName/ProductName/prefs`
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**Note**: CompanyName and ProductName are from your Unity Project Settings.
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---
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## See Also
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- [Connection & Status Commands](./COMMANDS_CONNECTION_STATUS.md)
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- [GameObject & Hierarchy Commands](./COMMANDS_GAMEOBJECT_HIERARCHY.md)
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- [Transform Commands](./COMMANDS_TRANSFORM.md)
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- [Scene Management Commands](./COMMANDS_SCENE.md)
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- [Asset Database & Editor Commands](./COMMANDS_EDITOR.md)
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- [Console & Logging Commands](./COMMANDS_CONSOLE.md)
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