Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • 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

Submission failed

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

Close

Cancel

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 application. The systemCopyBuffer captures any text that is selected on the machine. This does not specifically have to be text that is selected in Unity. Reading and writing systemCopyBuffer is possible.
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(); } }
// Example that shows up to 5 strings.  These strings are captured from Copy
// commands on the machine.  The Current buffer at the bottom of the window shows whatever string
// is copied.  The string can be copied to one of the five Save rows when the Load toggle is
// five Save rows when the Load toggle is off and one of the horizontal buttons is pressed.

using UnityEngine; using UnityEditor;

public class SystemCopyBufferExample : EditorWindow { string[] savedCopies = new string[5]; bool load = false;

[MenuItem("Examples/Example shwoing systemCopyBuffer")] static void systemCopyBufferExample() { SystemCopyBufferExample window = EditorWindow.GetWindow<SystemCopyBufferExample>(); window.Show(); }

void OnGUI() { load = EditorGUILayout.Toggle("Load:", load);

EditorGUILayout.BeginHorizontal(); for (int 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 (int 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 (int s = 0; s < savedCopies.Length; s++) savedCopies[s] = ""; }

void OnInspectorUpdate() { this.Repaint(); } }