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All Settings in One File

You change all of this tool’s settings in Unity’s Project Settings -> Art Pipeline window

  • there’s nothing to hand-edit. Everything you set there is saved into one small file inside your project, which makes it easy to share a setup with your whole team.
Settings pageWhat it covers
Project Settings -> Art Pipeline -> Auto Material CreatorHow Materials are made and named. See Auto Material Creator.
Project Settings -> Art Pipeline -> LinterThe naming check. See Naming Linter.
Project Settings -> Art Pipeline -> VFX PacksThe themed VFX copies. See VFX Pack Creator.

Your naming rules are saved in the same file.

Everything above is saved to:

Assets/Settings/PipelineTools/pipeline-settings.json

Because it’s a single file inside your project, it travels with the project. If your team uses version control, commit this file and everyone automatically gets the same Material settings, naming rules, and VFX options - no one has to set them up again.

For the curious (or your technical artist), here’s a real example - one studio’s settings with its own naming rule:

{
"material": {
"MaterialOutputPattern": "{textureDir}/Materials/M_{category}_{name}.mat",
"MaterialNamePattern": "{name}",
"AutoCreateOnImport": true,
"OverwriteExisting": false,
"AutoAssignToMesh": true,
"AutoFixTextureImportSettings": true,
"MinimumRequiredChannels": ["color"],
"ExcludedFolders": []
},
"linter": {
"ConventionId": "animal-rivals",
"ExcludedFolders": []
},
"vfxPack": {
"OutputNamePattern": "{name}_{theme}",
"OverwriteExisting": false,
"RecolorMaterials": true,
"VfxRootFolders": [],
"ExcludedFolders": []
},
"conventions": [
{
"id": "animal-rivals",
"displayName": "Animal Rivals",
"description": "Textures named T_<category>_<name>_<type>. Types: Albedo, MAES, Mask, Normal.",
"patterns": {
"texture": [
{ "pattern": "T_{category}_{name}_{textureType}", "caseSensitive": false }
]
},
"channelToSemanticType": {
"Albedo": "color",
"MAES": "maes",
"Mask": "mask",
"Normal": "normal"
}
}
]
}