Version: 2020.3
Supporting presets


Presets are assets that you can use to save and apply identical property settings across multiple components, assets, or Project Settings windows. You can also use Presets to specify default settings for new components and default import settings for assets in the Preset Manager The Preset Manager supports any importers, components, or scriptable objects you add to the Unity Editor.

You can only apply Presets in the Editor. Presets have no effect at runtime. You can use scripting to support presets in your own Monobehaviour, ScriptableObject or ScriptedImporter classes.

Saving and applying Presets

Presets allow you to save the property configuration of a component, asset, or Project Settings window as a Preset asset. You can then use this Preset asset to apply the same settings to a different component, asset, or Project Settings window.

For example, you could edit the properties of a Rigidbody component, save these settings to a Preset asset, then apply that Preset asset to Rigidbody components in other GameObjects. The other components in the GameObjects are not affected; the Preset only applies its settings to the Rigidbody component.

プリセットはプロジェクトの Assets フォルダーに格納することができます。Project ウィンドウを使用して、プリセットを表示し選択して、Inspector ウィンドウで編集できます。

Project ウィンドウのプリセットアセットの例。Presets サブフォルダー内に整理されています。
Project ウィンドウのプリセットアセットの例。Presets サブフォルダー内に整理されています。


To save property settings to a Preset asset, follow the instructions below. You can save property settings while in Edit mode or in Play mode.

  1. Select the GameObject, Asset import settings, or Project Settings window from which you want to reuse settings. When you select it, it appears in the Inspector window.

  2. In the Inspector window, configure the properties as you want to save them.

  3. Click the Preset selector (the slider icon) at the top-right of the Inspector window.

  4. In the Select Preset window, click Save current to.

    A File Save dialog appears.

  5. 新しいプリセットの保存場所を選択し、名前を入力して Save をクリックします。

Applying settings from a Preset

There are two ways to apply a Preset: the Select Preset window, or for component Presets, you can also drag and drop a Preset from the Project window onto the GameObject that contains that component.

ノート プリセットを適用すると、プロパティがプリセットからアイテムにコピーされます。しかし、プリセットとアイテムはリンクされません。プリセットを変更しても、以前そのプリセットを適用した項目には影響しません。

To apply a Preset via the Select Preset window:

  1. For GameObjects or assets you want to apply a Preset to, select them so that they appear in the Inspector window. For Project Settings that you want to apply a Preset to, open them in the Project Settings window.

  2. In the Inspector, click the Preset selector (the slider icon).

  3. In the Select Preset window, search for and select the Preset to apply.

    Unity applies this Preset to the component, asset, or Project Settings window.

  4. Select Preset ウィンドウを閉じます。

If you apply a component Preset via drag-and-drop, Unity’s behavior depends on the state of your GameObject:

  • If you drop the Preset on an existing GameObject in the Hierarchy window, Unity adds a new component and copies properties from the Preset.
  • If you drop the Preset on an empty area in the Hierarchy window, Unity creates a new, empty GameObject and adds a component with properties copied from the Preset.
  • If you drop the Preset on the Inspector window onto the title of an existing component, Unity copies properties from the Preset.
  • If you drop the Preset on an empty area in the Inspector window, Unity adds a new component and copies properties from the Preset.

Applying partial Presets

You can choose to only apply some properties from a Preset and exclude others. To do this:

  1. Select your Preset in the Project window.

  2. In the Inspector, right-click a property and choose Exclude Property. The window displays a red horizontal line next to excluded properties.

  3. Apply the Preset to the target component, asset, or Project settings.

Note: To select all or clear all checkboxes in a Preset, select the More items menu () or right-click the Preset name, and select Include all properties or Exclude all properties. You can still adjust individual properties if you need to.

You can also use the Exclude option for Presets that you then set as the default configuration for components and asset importers. See Preset Manager for more details on how to do this.


To edit a Preset asset, select it from the Project window and view it in the Inspector window.

Note: When you change the properties in a Preset, your changes do not affect items you have already applied the Preset to. For example, if you apply a Preset for a Rigidbody component to a GameObject, and then edit the Preset, the settings in the Rigidbody component do not change.

Editing a Preset in the Inspector window
Editing a Preset in the Inspector window

Importing Assets using Presets by folder

You can use a script to apply a Preset to an Asset based on the location of the Asset in the Project window.

Exporting Preset Assets

Use Presets to streamline your team’s workflows. You can even use Presets to specify settings for Project Settings windows, including the Preset settings themselves. Use this feature to configure a project then export it as a custom asset package. Your team members can import this asset package into their projects.

  1. In the Project window, select the Presets you want to export .
  2. In the Unity menu, go to Assets > Export Package, or right-click inside the Project window and choose Export Package.
    The Exporting package window displays the items to export.
  3. If your Presets contain references to assets you want to include in the package, enable Include dependencies.
  4. Click Export.
  5. Choose where you want to store the package, enter a filename, and click Save. Unity saves the package as a .unitypackage file.

プリセットを Animation State ノードの遷移に使用

Animation State ノードのプリセットを保存して適用することができます。ただし、プリセット内の 遷移 は、プリセットとプリセットを適用するノードで共有されます。例えば、Animator ウィンドウ 内の 2 つの異なるノードにプリセットを適用します。Inspector ウィンドウで、最初のノードの 1 つの遷移を編集すると、その変更は他のノードとプリセットにも現れます。

2017–03–27 Page published

New feature in 2018.1 NewIn20181

Supporting presets