Project Settings

A project's settings are ordinary data assets in Assets/Settings/, so they are edited in the Inspector, versioned with the project, and shipped with the game. A new project starts with Player, Input and Graphics settings.

Open them from Project → Project Settings → Player / Input / Graphics. A settings asset that is missing is created with its defaults the first time you open it.

Player Settings

Setting Meaning
Product Name The game's name: its window title and the folder its user data (rebinds) lives in.
Author The company or person shipping it.
Application Identifier Reverse-DNS id such as com.studio.game.
Version The game's own version, e.g. 0.1.0.
Icon Any image asset. Export scales it into the executable's icon and the window icon; Studio shows it next to the project in the recent-projects list.
Startup Scene The scene an exported game opens first, and the one Project → Play Startup Scene plays. Export refuses to run without one.

Input Settings

Setting Meaning
Actions The Input Actions asset loaded at startup. See Input.

Graphics Settings

Setting Meaning
Texture Max Resolution Default longest edge textures are imported at; 0 keeps the source size. Each texture can override it.

Localization Settings

Create it from the Assets panel with New → Settings → Localization Settings.

Setting Meaning
Default Locale The language the game starts in, e.g. en.
Available Locales The languages the game offers.

See Localization.

How builds use them

When you export or play, Turian writes an index of the settings assets beside the game (projectSettings.json), so the runtime reads the same values you edited. The icon is baked into the build.

Editor settings are different

File → Settings… (Ctrl+,) holds Studio's preferences — appearance, language, Scene view camera, Inspector and Asset browser options. Its User tab is stored in ~/.gaya/settings.json; its Workspace tab in the project's .gaya/settings.json, so a team can share them.


← All docs Edit this page