The rig inspector¶
Select the FableSystem GameObject to open the rig inspector. From top to bottom:
- Header: the FABLE title and a status line for the tab you are on. For example,
on the Grass tab:
3 patches · 1.20 M blades · 402 K visible · GPU. It warns when a patch is capped. - Search: type to filter every tab down to the settings whose label (or section title) matches. Each tab shows how many matches it holds. Clear the field to restore the layout.
- Tabs: Config, then one tab per enabled module, in the order Clouds, Grass, Skybox, Wind. A disabled module's tab is hidden.
Each tab is made of groups (capitals, such as SHADOWS) and sections inside them. A collapsed group or section shows a summary of its values on the right of its header, so a closed tab still reads as an index. Less common settings sit behind a MORE · ... row; click it to reveal them and LESS to hide them again. Some groups open with a short notice; click Why on a notice for the reasoning behind a setting.
Config tab¶
ACTIVE MODULES has one switch per module. Switching a module on creates its child object. Switching it off asks for confirmation first, because it destroys that object. Undo brings it back.
If other Fable packages are installed, this list shows their modules too, and they add their own tabs after the built-in ones.
EDITOR OPTIONS apply to this rig only:
| Setting | What it does | Default |
|---|---|---|
| Verbose Logging | Logs build and diagnostic messages from the modules. | Off |
| Auto Build In Editor | Rebuilds modules in the editor when their settings change. Turn it off to rebuild by hand. | On |
| Draw In Editor | Draws module output (grass) while editing, not only in Play mode. | On |
| Cull Scene View Against Game Camera | Debug aid. The Scene view culls grass against the game camera (the one tagged MainCamera) instead of its own, so orbiting the Scene view shows exactly which blades the player's camera keeps. | Off |
| Highlight Selected Grass | Tints the selected grass patch in the Scene view, each patch in its own colour. The Game view always shows the real look. | On |
Presets are shared assets¶
The Clouds, Skybox and Wind tabs start with a Preset field marked SHARED ASSET, with the note "every scene using it changes". The Grass tab has the same idea twice: a Look Profile per patch and one Quality Asset for the whole rig.
The tabs edit the assigned asset directly. Every change is saved into that asset, and every scene that uses it changes too. The Wind tab's preset and compass buttons, the Grass tab's Randomize seeds and the Raise cap fix also write into the assigned asset.
A new rig points at the presets inside the package. Do not tune those: a package installed through the Package Manager is read-only, and an update replaces its files anyway. While a tab shows one of them, its settings are locked and a notice says the preset is read-only.
Every preset field has a Copy button (the notice's Make a copy does the same). It
saves a copy of the asset beside the scene, in a folder named after the scene (for
Assets/Levels/Meadow.unity, Assets/Levels/Meadow/), points this rig at the copy and
highlights it in the Project window. For an unsaved scene the copy goes in Assets. The
original is left as it is. Use Copy too when one scene should differ from the others
that share a preset.
You can also start from scratch: Assets > Create > Fable > Wind Settings, Skybox Settings, Cloud Settings, Grass Settings or Grass Quality Settings creates an asset with default values. Drag it into the tab's Preset, Look Profile or Quality Asset field.
A preset field cannot be cleared; it always holds an asset.