Legacy Documentation: Version 5.0
Language: English
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

EditorGUIUtility.systemCopyBuffer

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public static var systemCopyBuffer: string;
public static string systemCopyBuffer;

Description

The system copy buffer.

Use this to make Copy and Paste work for your own stuff.


have more than 1 saved "copy" command.

	// Simple editor Window that lets you have more than 1 saved "copy" command
	
	class EditorGUISystemCopyBuffer extends EditorWindow {
	
		var savedCopies : String[] = new String[5];
		var load = false;
		
		@MenuItem("Examples/Improved copy buffer")
		static function Init() {
			var window = GetWindow(EditorGUISystemCopyBuffer);
			window.Show();
		}
		
		function OnGUI() {
			load = EditorGUILayout.Toggle("Load:", load);
			EditorGUILayout.BeginHorizontal();
			for(var i = 0; i < savedCopies.Length; i++)
				if(GUILayout.Button(i.ToString()))
					if(load)
						EditorGUIUtility.systemCopyBuffer = savedCopies[i];
					else
						savedCopies[i] = EditorGUIUtility.systemCopyBuffer;
			EditorGUILayout.EndHorizontal();
			
			for(var j = 0; j < savedCopies.Length; j++)
				EditorGUILayout.LabelField("Saved " + j, savedCopies[j]);
			
			EditorGUILayout.LabelField("Current buffer:", EditorGUIUtility.systemCopyBuffer);
			if(GUILayout.Button("Clear all saves"))
				for(var s : String in savedCopies)
					s = "";
		}
		
		function OnInspectorUpdate() {
			this.Repaint();
		}
	}