Preset
class in
UnityEditor.Presets
/
Inherits from:Object
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Description
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.
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");
}
}
Constructors
Preset | Constructs a new Preset from a given Object. |
Public Methods
ApplyTo | Applies this Preset to the target object. |
CanBeAppliedTo | Returns true if this Preset can be applied to the target Object. |
DataEquals | Determines if the target object has the same serialized values as the Preset. |
GetPresetType | Returns the PresetType of this Preset. |
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. |
Inherited Members
Properties
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
Static Methods
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
Operators
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. |