A Preset contains default values for an Object.
The Preset class contains the type of the Object used to create it and a list of each serialized property/value pair of this Object. It can be used to store informations from any serializable Object in the Editor and apply them back to this Object or any other Object of the same type. Presets can also be saved as Assets using the .preset extension in order to.
#pragma strict public static class PresetUsageExample { // This method uses a Preset to copy the serialized values from the source to the target and return true if the copy succeed. public static function CopyObjectSerialization(source: Object, target: Object) { var preset: Preset = new Preset(source); return preset.ApplyTo(target); } // This method creates a Preset from a given Object and save it as an asset in the project. public static function CreatePresetAsset(source: Object, name: String) { var preset: Preset = new Preset(source); AssetDatabase.CreateAsset(preset, "Assets/" + name + ".preset"); } }
using UnityEditor; using UnityEditor.Presets; using UnityEngine;
public static class PresetUsageExample { // This method uses a Preset to copy the serialized values from the source to the target and return true if the copy succeed. public static bool CopyObjectSerialization(Object source, Object target) { Preset preset = new Preset(source); return preset.ApplyTo(target); }
// This method creates a Preset from a given Object and save it as an asset in the project. public static void CreatePresetAsset(Object source, string name) { Preset preset = new Preset(source); AssetDatabase.CreateAsset(preset, "Assets/" + name + ".preset"); } }
PropertyModifications | Returns a copy of the PropertyModification array owned by this Preset. |
Preset | Constructs a new Preset from a given Object. |
ApplyTo | Applies this Preset to the target object. |
CanBeAppliedTo | Returns true if this Preset can be applied to the target Object. |
GetTargetFullTypeName | Returns a human readable string of this Preset's target fulltype, including namespace. |
GetTargetTypeName | Returns a human readable string of this Preset's target type. |
IsValid | Returns true if the Preset type of this Preset is valid. |
UpdateProperties | Updates this Preset's properties from the given Object's values. The given Object's type must match this Preset's type. |
GetDefaultForObject | Returns the current default Preset assigned to the same Object type. Returns null if there is no matching default. |
GetDefaultForPreset | Returns the current default Preset assigned to the same Preset type. Returns null if there is no matching default. |
IsObjectExcludedFromDefaultPresets | Returns true if this Object cannot have a default Preset. |
IsObjectExcludedFromPresets | Returns true if this Object is not available in the Preset system. |
IsPresetExcludedFromDefaultPresets | Returns true if this Preset cannot be set as the default. |
RemoveFromDefault | Remove the Preset type from having default values in the project. |
SetAsDefault | Sets the Preset as the default for its target type in the project. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the GameObject. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |