Reference
Settings reference
Settings live in the fourth tab of the RefSafe Pro window.
Project settings vs. user settings
RefSafe splits configuration in two, which matters for version control.
Project settings — Assets/RefSafe/Pro/Editor/Settings/Settings.asset. Rule enablement, severity overrides, health weights, build hook configuration. These are team decisions. Commit this file.
User settings — Library/RefSafePro/UserSettings.json. Ignored issues, snoozes, notes, filter presets, row density, trend chart mode, SceneView beacon toggle, pinned issues, onboarding state. These are personal. Library/ is git-ignored by Unity convention, so they never reach version control.
Without this split, every teammate snoozing an issue would produce a committed diff, and rule configuration would drift per machine.
Rule configuration
Every discovered rule — built-in and custom — appears in the Settings panel with:
- Enabled — whether the rule runs
- Severity override — replaces the rule’s default severity
Custom rules appear here as soon as they carry a [ValidationRule] attribute, before the rule body does anything, which makes staged rollout straightforward.
Rule config is exposed to script as RuleConfig.
Rule presets
Three built-in profiles overwrite per-rule configuration in one action:
| Preset | What it sets |
|---|---|
| Studio Default | Every rule enabled at its built-in severity. Recommended for shipping titles. |
| Strict | Every rule enabled, warnings elevated to Critical so the build hook fails on anything broken. |
| Prototype | Only irrecoverable issues — missing scripts, missing prefab sources. For early greybox work. |
Applying a preset overwrites your current per-rule configuration, so it’s a starting point rather than a layer.
Scanning settings
Auto Scan On Change — re-scans automatically as scan-relevant assets change, keeping editor badges live. Off by default; on a large project it can be more churn than you want.
Show Editor Badges — draws per-severity issue pills on Hierarchy and Project window rows. This is the setting that makes issues visible without opening the RefSafe window at all.
Build validation
Validate Before Build — runs a scan as a pre-build hook and fails the build if issues meet the threshold.
Build Fail Threshold — the severity at which the build fails: Critical, Warning, or Info. Info fails on essentially anything, so most teams use Critical or Warning.
The same threshold concept drives the CLI via --fail-threshold.
Health score weights
The Trends tab’s health score is computed from weighted issue counts. Three weights are configurable:
- Health Critical Weight
- Health Warning Weight
- Health Info Weight
Raising the Critical weight makes the score drop harder on genuinely broken things; lowering the Info weight stops a large backlog of informational findings from dominating. Change them if the default score doesn’t reflect how your team prioritizes.
Because scores are recomputed from stored issue counts, adjusting weights re-scores your existing history rather than only affecting future scans.
SceneView beacons
Show SceneView Beacons draws 3D markers above affected GameObjects in the Scene view, color-coded by severity. Useful for spatial debugging — finding the one broken object in a large level. Stored per-user.
Interface settings
Results density — Comfortable or Compact.
Trend chart mode — Line, Stacked Area, or Grouped Bars.
Scan complete celebration — an optional post-scan pulse banner.
All three are per-user.
CI command preview
The Settings panel renders a live preview of the batchmode command matching your current configuration — scope, format, threshold — so you can copy a working command into your CI config rather than assembling it by hand. See command line and CI.