using UnityEditor.SettingsManagement; namespace UnityEditor.SettingsManagement.Examples { // Usually you will only have a single Settings instance, so it is convenient to define a UserSetting<T> implementation // that points to your instance. In this way you avoid having to pass the Settings parameter in setting field definitions. class MySetting<T> : UserSetting<T> { public MySetting(string key, T value, SettingsScope scope = SettingsScope.Project) : base(MySettingsManager.instance, key, value, scope) {} MySetting(Settings settings, string key, T value, SettingsScope scope = SettingsScope.Project) : base(settings, key, value, scope) { } } }