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Settings and profiles
Saving area
Some parameters are global for installation, and some are stored in the character profile.
Character Profile
- selected AutoLoad-file;
- local signatures of objects;
- most game interface settings;
- layout and parameters of a specific character.
Global Settings
- limit FPS and associated general installation parameters;
- settings that should be saved when switching profiles.
Apply
On the settings pages, Apply should:
- read the current state of fields and checkboxes;
- apply settings to the active client;
- write them down in the correct profile area;
- do not reset the checkboxes when opening the page again.
Important fixes
- Experimental flags are saved after Apply;
- FPS does not spontaneously return to 60 after restart;
- disabling click automove stops an already scheduled continuation;
- disabling standard UO hotkeys does not delete custom assignments;
- Auto Open Doors uses a specific door serial and limits repeat requests.
Backup
Before updating, copy the settings directory and your own scripts. Do not post your profile without clearing it: it may contain character name, server address, paths and custom macros.
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Manager: deletion and local data
Select a profile card and choose Delete profile, or select a group and choose Delete. Confirmation names the selected item. Deleting a group also removes its profiles; script files remain on disk.
Stop active profile sessions first. Manager rejects deletion of a profile or group while its sessions are running. Canceling confirmation preserves the data.
The default Game Manager folder beside Manager contains profiles, settings, layouts, WebView2 data and new credentials. Credentials stores Windows DPAPI encrypted passwords; another Windows user or computer requires entering passwords again. Previous Windows Credential Manager entries remain readable until replaced.
FPS and clean frames
The game window opened through Manager uses the selected FPS limit without an additional pause after each frame. Set FPS in client options and press Apply. Reducing FPS while inactive is a separate option. The selected number is a ceiling; actual performance depends on the scene, computer and graphics driver.
The world colour, depth and stencil buffers are cleared before each frame. This prevents previous shadows and image trails remaining in uncovered areas after camera movement. Closing the game window preserves the session and running scripts.
Offline scripts and the saved startup set
Before connecting, you can load and unload files in the Manager list. This is an offline selection, not execution: game-world commands require a connected session. The selection is stored per profile in Game Manager/ScriptWorkspaces and restored after restarting Manager, including an explicitly empty list.
Save set explicitly saves the current list, order and autostart flags for the next login. Loading or unloading a file alone neither changes that saved set nor deletes the disk file. Saving code does not restart an active script: the next start or Reload reads the saved file.
Groups and the shared session
Select a group to connect or disconnect its profiles using the corresponding buttons. Connecting does not create a second session for an active profile. Disconnect ends the group sessions; closing only the game window keeps the session and scripts alive. Manager opens the same IDE and API Manual for Client without an embedded IDE. Sections can be detached, resized and restored.
Map, distance and movement limit
The map prepares a complete image of the current world map and displays loading progress. Initial reading takes time; once complete, its cache supports panning without reloading each area. The mouse wheel zooms around the pointer. Destination distance and the movement limit are available in the map window; skill-action buttons are absent.
UO.LimitMove(2000) limits start-to-destination distance, not route length. Formula: max(abs(targetX-startX), abs(targetY-startY)). UO.LimitMove(0) removes that bound. Coordinate movement, Follow, path queries and both map interfaces share the session value. Explicit per-call timeouts and bounds still apply.
Ping and error messages
Ping identifies its measurement method: game response, ICMP or TCP. Compare values using the same method. A direct Manager connection is not classified as a proxy; real proxy routes are not bypassed. Manager cannot remove server or network latency. Error messages provide a reason and an available remedy in the selected interface language; technical compiler diagnostics remain available to locate the exact problem.
Copying profiles and groups
The + button beside Groups creates a group. Its ⋯ menu adds profiles, connects or disconnects the entire selected group, and renames, copies or deletes the group. The character card’s ⋯ menu copies or deletes its profile.
A profile copy preserves connection and proxy settings, modules and the saved script set: paths, order and autostart. A group copy includes all its profiles. New identities and password records are independent of the originals; a fixed local port switches to automatic selection. Copies remain disconnected. Code files are shared through their saved paths: copying a profile does not duplicate script files. Deleting a copy leaves the original and script files intact.
Manager settings
Language and appearance · Client · Editor · Scripts · Keyboard shortcuts · Backups · Advanced
Connection and client settings are saved separately for each profile.
The same C# IDE and API Manual as in the graphical client. Open windows share one session; the editor and manual also work offline.
Files, order and autostart for the selected profile.
Manager shortcuts work outside input fields and open dialogs. Editor shortcuts are configured in C# IDE.
| Keyboard shortcuts | Modules |
|---|---|
Ctrl + Shift + M |
Map |
Ctrl + Shift + I |
C# IDE |
Ctrl + Shift + A |
API Manual |
Ctrl + Shift + J |
Unified journal |
Ctrl + Shift + P |
Profile settings |
Ctrl + Shift + O |
Manager settings |
Backups
To back up, close the manager and all game sessions, then copy the entire Game Manager folder. To restore, close the programs and copy the backup contents back into this folder.
Saved passwords are encrypted and can be restored only under the same Windows account. API keys and external AI settings are stored separately.
Before the first backup, save your passwords again in the new manager. Back up game files and scripts outside the settings folder separately.