Settings Reference
This page documents the settings currently exposed by ProStream in the active Settings Panel UI.
Opening the Settings Panel
Open via Tools > instance.id > ProStream > Settings > Panel, or from the settings icon in ProStream editor UI.
Settings Panel Tabs
The panel currently provides these primary tabs:
| Tab | Panel | Description |
|---|---|---|
| General | GeneralPanel | General editor style and global object exclusion settings |
| Scene/Setup | SceneSetupPanel | Scene setup and SubScene creation options |
| Search/Match | ObjectMatchingPanel | Validation and search query behavior |
| Streaming | StreamingPanel | (If DataObjects is enabled) Streaming job system configuration |
| Workflows | WorkflowsPanel | Enable/disable system-wide workflow assets |
| Build | BuildPanel | Build automation and cleanup settings |
| Debugging | DebuggingPanel | Scene View debugging and visualization settings |
General Tab
Settings related to the overall ProStream editor and global tracking.
| Setting | Description |
|---|---|
| User Excluded Type Names | Comma-separated list of component type names. GameObjects with these components will be excluded from ProStream tracking, search operations, and quadtree processing. |
| Editor Theme | Select the theme for the ProStream Editor. |
Scene/Setup Tab
These settings dictate how SubScenes are generated.
SubScene Setup
| Setting | Default | Description |
|---|---|---|
| Filter Incompatible Shaders | Off | When creating SubScenes, whether to include GameObjects which have incompatible shaders. Objects with incompatible shaders are forced to the Shader Error color. Requires Check for advanced issues to be true. |
| Include Disabled Objects | Off | Include disabled objects in the SubScene creation process. Disabled Objects are not converted to Entities, but simply exist in the SubScene. |
| Auto-Load SubScenes In Editor | Off | Should SubScene Entity visual representations automatically load in the editor after creation? |
(Note: Additional settings from active Workflow Components may also inject themselves dynamically at the bottom of this tab).
Search/Match Tab
These settings affect rule matching and validation during Calculate Positions.
Matching Settings
| Setting | Default | Description |
|---|---|---|
| Check for basic issues | On | Runs common validation checks during matching (for example missing materials, collider mesh issues, invalid bounds/scale). |
| Check for advanced issues | On | Runs additional shader compatibility checks (SRP-dependent). More expensive but useful for conversion/runtime safety. |
Search Keyword
| Setting | Default | Description |
|---|---|---|
| Use keyword separation | Off | Adds separator characters around search terms to reduce false positives from fuzzy matching. |
| Keyword separator | None | The character used to separate keywords when keyword separation is enabled. |
Example:
Without keyword separation:
- Search for
Treematches:Environment_Tree_01andCity_Street_01(false positive)
With keyword separation (separator = _):
- Search for
Treebecomes_Tree_ - Matches:
Environment_Tree_01but NOTCity_Street_01
INFO
You can achieve similar results by manually including separator characters in your search query (e.g., searching for _Tree_ instead of Tree), but enabling this setting automatically adds separators to all search terms for convenience.
Streaming Tab
This tab is only active if DataObjects are being used in the project.
| Setting | Description |
|---|---|
| Section Batch Limiter | Use section batch limiter to limit the number of sections processed per frame when loading SubScenes. |
| Job Batch Count | The inner loop value for prefab instantiation. |
| Section Iterations | How many sections should be processed per frame when loading SubScenes. |
Workflows Tab
This tab lists all discovered WorkflowAssets in the project (e.g., InstanceObjectsWorkflow, ColliderObjectsWorkflow). You can toggle whether a workflow is Active across the project.
Note: Deactivating a workflow fully disables all associated functionality.
Build Tab
Settings relating to the final Unity Build process.
| Setting | Description |
|---|---|
| Auto Add GameObject Scenes To Build | Automatically add any GameObject SubScenes to the build settings when creating SubScenes. |
| Auto Remove GameObject Scenes From Build | Automatically remove generated GameObject SubScenes from the build settings when resetting the scene. |
| Remove Original Objects In Build | Remove the original source GameObjects which were converted to Entities from the final scene when building. (This is safe, it does not affect your editor scene, only build) |
Debugging Tab
Settings to draw useful visual debug bounds in the Unity Scene View.
| Setting | Description |
|---|---|
| Loading Distance | Enable SubScene loading distance debugging. |
| Layer Number | Layer in which to show debug info. |
| Debug Label Height | Height of debug labels. |
| SubScene Labels | Should SubScene Labels be displayed. |
| Position Labels | Should Position Labels be displayed. |
| SubScene Bounds | Should SubScene Bounds be displayed. |
| Layer/Section Bounds | Should Layer/Section Bounds be displayed. |
| SubScene Distances | Should SubScene distance lines be displayed. |
| SubScene Load Threshold | Should SubScene load threshold be displayed. |
TIP
See Validation & Diagnostics for detailed information on what each validation level checks.
Layer Configuration
Layer-specific settings are configured in the Layer Editor, not the Settings Panel.
Access: SceneConnector Inspector → Layer Editor button
Per-Layer Settings:
- Load distance (meters)
- Persistent (always loaded)
- Enabled/disabled
- Section index
See Streaming Layers for details.
Rule Configuration
Rule-specific settings are configured in the Rule Editor.
Access: ProStream Editor → Scene Match Rules → Rule Editor
Per-Rule Settings:
- Enabled/disabled
- Priority (execution order)
- Target layer
- Rule-specific parameters
See Rule Engine for details.
Modification Configuration
Modification-specific settings are configured on individual modification assets.
Access: Select modification asset in Project window
Per-Modification Settings:
- Enabled/disabled
- Execution placement
- Execution order
- Modification-specific parameters
See Modification Engine for details.
Settings Storage
ProStream settings are stored in:
- Global package settings:
Packages/id.instance.prostream/AssetFiles/Settings/ProStreamSettings.asset - Scene settings:
SceneName/PSSceneData/SceneName_Settings.asset
In practice, most user workflow settings you edit per scene are stored in the scene settings asset.
See Also
- Standard Workflow - Using settings in workflow
- Validation & Diagnostics - Validation settings
- Streaming Layers - Layer configuration
- Rule Engine - Rule configuration
