Manual / Reference / PreferencesiCity 2 · Windows

Preferences

The add-on preferences hold five settings and twenty-one colour swatches. Two of the five decide where your assets are stored and which of your own folders iCity is allowed to read; the rest are one import option, one development switch, and the extra asset folders.

Finding the preferences

The settings live where every Blender add-on keeps them: Edit → Preferences → Add-ons, then expand iCity 2. The gear button in the iCity Editor header, between the account button and the notifications bell, opens the same Preferences window.

preferences-header-gear.png

The iCity Editor header at its right end, showing the three buttons in order — the account/user button, the gear (settings) button, and the bell. Signed in, so the account button is the user icon rather than a Login label.

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The right cluster of the iCity Editor header: account, settings, notifications.

The expanded panel is a stack of labelled boxes, in this order: the version row, OSM Import, Development (temporary), Paths, Lane type colours (OpenDRIVE), Selection gizmo colours and Default material colours.

preferences-panel.png

Edit > Preferences > Add-ons with the iCity 2 entry expanded, scrolled so all boxes are visible or captured as one tall image: the version row, OSM Import, Development (temporary), Paths, Lane type colours (OpenDRIVE), Selection gizmo colours, Default material colours.

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The whole iCity 2 preferences panel, expanded.

Three of the colour groups appear a second time inside the add-on itself. Open the account button on the iCity Editor header, choose Preferences in the left nav under APP, and the Appearance screen shows the same selection gizmo, lane and default-material swatches, plus the notification switches that belong to your Parametra account rather than to this machine.

Version and updates

The first row names the installed version, read from the add-on itself. Beside it, the panel says one of three things: nothing yet, Up to date with a tick once a check has run and found nothing, or a red Update to <version> button when a newer release exists.

preferences-version-box.png

The top box of the iCity 2 preferences: the Blender icon with the text iCity 2 and the version number at the left, and the Check for Updates button at the right. Capture the state after a successful check, so the Up to date tick is showing.

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The version row at the top of the preferences panel.

Check for Updates asks the server now rather than waiting for the next automatic poll. Blender reports Checking for updates... and hands the interface straight back; the answer arrives a moment later. When there is an update, the update card opens every time you press the button, even if you skipped that card earlier. When there is not, the reason is printed and flashed rather than left silent.

Note

The Update <version> button on the iCity Editor header is a different action: it downloads the release and then reads Open folder. The preferences button only asks and shows.

Folders

The Paths box holds the two settings people come here for. They are not the same thing: one is where iCity writes, the other is where iCity only reads.

SettingDefaultDescription
Library FolderEmpty“Where iCity2 stores generated and downloaded assets. Leave empty for the default location. Changing this does not move existing files — use the Sync button beside it to copy them to the new folder.” See Where assets live.
Custom Assets FolderEmpty“Folder with your own assets, usable in any project. iCity2 only reads from it — your files are never moved or modified. This primary folder is also visible to the engine (paths.cfg).” The folder layout it expects is on Your own assets.
Add Asset FolderNone addedAdds another read-only asset folder below the primary one. Each added row has an X to remove it. These extra folders are scanned for the asset lists in the add-on; only the primary Custom Assets Folder is handed to the engine.
preferences-paths-box.png

The Paths box of the iCity 2 preferences with a Library Folder and a Custom Assets Folder both filled in, at least one extra asset folder row present with its X button, the Add Asset Folder button, and the greyed-out Logs: line at the bottom.

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The Paths box: library, custom assets, extra folders, and the log location.

Changing the Library Folder never moves anything on its own. When a previous location is recorded and still exists, a Sync button appears beside the field. Pressing it copies the old library into the new folder and then deletes the old one, so the library ends up in exactly one place. The work runs in the background and reports “Syncing the library in the background…”

preferences-library-sync.png

The Library Folder row of the Paths box immediately after changing the folder, so the Sync button with the refresh icon is showing to the right of the path field.

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The Sync button, which appears only after the library has been relocated.
Warning

Sync is a move, not a copy: the old library folder is deleted once the files are across. It runs once, only when you press it, and never automatically.

The last line of the Paths box is not a setting. It is a greyed-out label, so you can find the log folder without hunting for it. It reads one of two things:

text
Logs: <path>
Logs: unavailable (engine binaries missing?)

The second is what you get when the engine binaries cannot be resolved, because the resolver that answers with the log folder is compiled into them. See Troubleshooting.

OSM import and Start

Two switches, one box each. Both are read at the moment the action runs, not at load.

SettingDefaultDescription
OSM: sample terrain elevationOff“Sample real terrain height (SRTM 30 m) when importing OSM, so roads ramp with the ground and buildings sit on it. Adds about 20 seconds to the first import of an area; repeats are free from the one-week disk cache. Off gives the flat city.” See OpenStreetMap.
Build Default Graph on StartOn“TEMPORARY: when on, clicking Start builds and adds the default iCity2 Graph. When off, the engine starts without creating it.” It sits in a box labelled Development (temporary). See The engine.

The elevation switch is the only place terrain sampling can be turned on; the OSM import dialog does not offer it. The default graph switch decides only what happens when there is nothing to load: if a saved city state exists in the cache, Start always reloads that city, whatever this setting says.

Colours

Three groups of swatches, each a two-column grid. Every pick applies at once — nothing here waits for a regenerate.

Selection gizmo colours set the base colour of each selection overlay. The hover, selected and active shades are derived from it, so one swatch re-tints the whole family. The panel also notes that this table colours the Data Output cards, so a kind of element keeps one identity everywhere.

There are six swatches and only five reachable modes: the table is keyed on what a gizmo picks, not on which tab you are on, and Blocks mode picks regions rather than block outlines. So the Blocks swatch is the one you never see in this build, and the Regions swatch is the colour Blocks mode actually draws. See Modes & the tool rail.

SwatchDefaultWhat it colours
GraphWhite (1.00, 1.00, 1.00)Graph mode gizmos and cards
RoadsBlue (0.15, 0.45, 1.00)Road segments and nodes, in Roads mode
BlocksGreen (0.15, 0.72, 0.30)Block outlines — not selectable in this build
RegionsOrange (0.95, 0.45, 0.05)Regions, which is what a click in Blocks mode picks
LotsYellow (0.85, 0.72, 0.05)Lots, in Lots mode
BuildingsPurple (0.65, 0.20, 0.88)Building masses, in Massing mode

Default material colours are the flat colours the engine's output wears before a theme dresses it. The panel says it plainly: “The city's colours before a theme dresses it — changing one re-tints the scene immediately.” Changing one re-tints the shared material in place, so the viewport changes while you are picking.

RoleDefaultWhat it tints
Roads(0.15, 0.16, 0.19)Road surfaces
Sidewalks(0.60, 0.60, 0.63)Sidewalks
Blocks(0.33, 0.42, 0.33)Blocks
Lots(0.28, 0.50, 0.30)Lots
Buildings(0.72, 0.66, 0.55)Building massing
Regions(0.42, 0.40, 0.52)Regions
Paths(0.52, 0.44, 0.34)Paths
Graph / other(0.50, 0.52, 0.55)Everything else
preferences-colour-grids.png

The lower half of the iCity 2 preferences showing the Lane type colours (OpenDRIVE), Selection gizmo colours and Default material colours boxes together, with their captions visible, including the line 'Also colours the Data Output cards.'

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The three colour boxes, each a two-column grid of swatches.

Lane type colours (OpenDRIVE) are the lane previewer's defaults per lane type. Driving splits by direction: Driving + is forward and Driving − is backward, the one the Flip toggle selects. A per-lane override set in the card still wins over these. See Lanes and markings.

Lane typeDefault
Driving +(0.8632, 0.6795, 0.4072)
Driving −(0.6105, 0.6867, 0.8070)
Shoulder(0.0000, 0.1221, 0.0529)
Parking(0.1221, 0.0194, 0.3419)
Bike(0.6240, 0.0052, 0.0262)
Bus(1.0000, 0.1356, 0.0110)
Middle island(0.1022, 0.3515, 0.0252) — grass green, #5aa02c

The same three grids are in the account popup, under Preferences → Appearance, where clicking a swatch opens the colour picker and writes straight back to the preference. The Save preferences button on that screen sends the notification switches to your account; the colours are per-machine and are already live by the time you press it.

preferences-account-appearance.png

The ACCOUNT popup with Preferences selected in the left nav under APP, showing the Appearance heading, the Selection gizmos / Lane type colours / Default materials grids, the Notifications switches below them, and the Save preferences button.

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The same colour groups inside the account popup.

When a change takes effect

Nothing here needs Blender restarted. Where a change reaches depends on who reads the setting.

  • Colours apply immediately. The gizmo colour memo is dropped, the default materials are re-tinted in place, and every 3D view and hosted editor is redrawn.
  • Asset folders drop the library scan cache the moment they change, so the asset lists in the add-on rebuild on their next read.
  • Custom Assets Folder is also written to the engine's own config file (paths.cfg) so the engine process resolves the same folder. The add-on pushes it again every time the engine starts, so a change made while the engine binaries were unavailable is not lost.
  • Library Folder is written to library.json in the same config folder, because the download path resolves the library off the main thread and cannot read a Blender preference there.
  • Build Default Graph on Start is read when you press Start, so it takes effect on the next engine start.
  • OSM: sample terrain elevation is read when an import runs.
Note

None of these settings live in your .blend. Your city does not either — it lives in a separate engine process, which is why How iCity fits into Blender is worth reading before you rely on Blender's save.

On this page
Finding the preferencesVersion and updatesFoldersOSM import and StartColoursWhen a change takes effect
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