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Global Editor Settings Asset - Overview

SAM stores certain editor settings in a Scriptable Asset called the Global Editor Settings asset. It stores settings (mostly color values) that you can adjust in order to customize the editor experience of using SAM, primarily the Loading Blueprint Editor and World Designer Tool. For instance, you can change the background color of these tools, if the default color is not to your liking.

The asset is not imported with the package, but is instead automatically generated the first time one of its settings is needed. This tactic ensures the asset, which you may have adjusted to your taste, is not overwritten whenever you update the SAM package.

Finding The Asset

When generated, the asset is stored in the Assets/Editor Default Resources/Deep Space Labs/SAM/ScriptableAssets folder. Whenever a tool/window needs a setting from the asset, it will look in this folder, and if not found, it will regenerate it. As such, you should not move the Global Editor Settings asset to a different folder. If you do, the next time a tool/window needs a setting from the asset, the asset will be regenerated and the new asset will be used rather than the one you customized and moved to a different folder.

Asset Missing?

If the asset is missing, it simply means no tools/windows have been used that would have resulted in the asset being generated. If you wish to force generation of the asset, the easiest way is to create a Loading Blueprint Repository by right clicking a folder and selecting Create -> Deep Space Labs -> SAM -> Loading Blueprint Repository, then pressing the Edit Repository button.

After, navigate back to the Assets/Editor Default Resources/Deep Space Labs/SAM/ScriptableAssets folder and the asset should be there.

What are the Settings?

Most of the settings you can adjust include tooltips to give you more information about what they are for, and as such, we will not be including that information here. Instead, the remaining portion of this Section will focus on settings that do not include tooltips or that might not be 100% clear.

Default Blueprint Template

The Default Blueprint Template is the Loading Blueprint that is used whenever you create a new (non-duplicated) Blueprint within a Loading Blueprint Repository using the Loading Blueprint Editor Window.

To start, this template is a simple 3x3 2D Uniform Ring Blueprint that does not use LODs. Changing the Default Blueprint Template can be useful if you find yourself using a different blueprint more often than not (for instance, perhaps your game calls for many Sectioned 3D/LOD Enabled Blueprints). In these situations, you can save that blueprint as the Default Template within the Loading Blueprint Editor (the button is found just above the Blueprint Name text box). Now, whenever you create a new Blueprint, it will start out as a duplicate of the new one.

Within the Global Editor Settings asset, you can see the type of Blueprint that is currently stored as the template, but nothing else. If you've forgotten which blueprint is stored as the template, you only need to create a new blueprint in order to see it visually within the Blueprint Editor.

Within the Global Editor Settings Asset, you can reset the Template back to the starting 3x3 2D Uniform Ring Blueprint using the Reset button next to the Template

Resetting Settings

Speaking of Resetting, all settings have an option to Reset them, which will adjust the settings back to their original values.

Color of Global Green/Red

These colors are used to generate red and green textures that may be needed by SAM. For instance, these are used for displaying the Save Status while using the Loading Blueprint Editor. You can adjust these to whatever you like, however we recommend sticking with shades of green and red!