├── .gitignore
├── .vscode
└── settings.json
├── Assets
├── Examples.meta
├── Examples
│ ├── Materials.meta
│ ├── Materials
│ │ ├── BlueMat.mat
│ │ ├── BlueMat.mat.meta
│ │ ├── RedMat.mat
│ │ └── RedMat.mat.meta
│ ├── Presets.meta
│ ├── Presets
│ │ ├── LightPreset.prefab
│ │ └── LightPreset.prefab.meta
│ ├── Scenes.meta
│ ├── Scenes
│ │ ├── CreatePresetAtRuntimeExample.meta
│ │ ├── CreatePresetAtRuntimeExample.unity
│ │ ├── CreatePresetAtRuntimeExample.unity.meta
│ │ ├── CreatePresetAtRuntimeExample
│ │ │ ├── LightingData.asset
│ │ │ ├── LightingData.asset.meta
│ │ │ ├── Lightmap-0_comp_dir.png
│ │ │ ├── Lightmap-0_comp_dir.png.meta
│ │ │ ├── Lightmap-0_comp_light.exr
│ │ │ └── Lightmap-0_comp_light.exr.meta
│ │ ├── LoadPresetAtRuntimeExample.meta
│ │ ├── LoadPresetAtRuntimeExample.unity
│ │ ├── LoadPresetAtRuntimeExample.unity.meta
│ │ ├── LoadPresetAtRuntimeExample
│ │ │ ├── LightingData.asset
│ │ │ ├── LightingData.asset.meta
│ │ │ ├── Lightmap-0_comp_dir.png
│ │ │ ├── Lightmap-0_comp_dir.png.meta
│ │ │ ├── Lightmap-0_comp_light.exr
│ │ │ └── Lightmap-0_comp_light.exr.meta
│ │ ├── MeshRendererExample.unity
│ │ ├── MeshRendererExample.unity.meta
│ │ ├── TransferComponentValues.unity
│ │ └── TransferComponentValues.unity.meta
│ ├── Scripts.meta
│ └── Scripts
│ │ ├── ApplyPreset.cs
│ │ ├── ApplyPreset.cs.meta
│ │ ├── CreateLightPreset.cs
│ │ ├── CreateLightPreset.cs.meta
│ │ ├── CreateMeshRendererPreset.cs
│ │ ├── CreateMeshRendererPreset.cs.meta
│ │ ├── CreatePreset.cs
│ │ ├── CreatePreset.cs.meta
│ │ ├── TransferComponentValues.cs
│ │ └── TransferComponentValues.cs.meta
├── Scripts.meta
└── Scripts
│ ├── RuntimePresets.meta
│ └── RuntimePresets
│ ├── ComponentExtensions.cs
│ ├── ComponentExtensions.cs.meta
│ ├── Editor.meta
│ ├── Editor
│ ├── CreateRuntimePresetEditor.cs
│ └── CreateRuntimePresetEditor.cs.meta
│ ├── GameObjectExtensions.cs
│ ├── GameObjectExtensions.cs.meta
│ ├── IPreset.cs
│ ├── IPreset.cs.meta
│ ├── Preset.cs
│ └── Preset.cs.meta
├── Documentation
├── creating_preset.png
├── gear_icon.png
├── preset_component.png
├── preset_prefab.png
└── script_with_preset.png
├── LICENSE
├── Packages
└── manifest.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
└── UnityConnectSettings.asset
├── README.md
└── runtimePresets.unitypackage
/.gitignore:
--------------------------------------------------------------------------------
1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | Assets/AssetStoreTools*
7 |
8 | # Visual Studio cache directory
9 | .vs/
10 |
11 | # Autogenerated VS/MD/Consulo solution and project files
12 | ExportedObj/
13 | .consulo/
14 | *.csproj
15 | *.unityproj
16 | *.sln
17 | *.suo
18 | *.tmp
19 | *.user
20 | *.userprefs
21 | *.pidb
22 | *.booproj
23 | *.svd
24 | *.pdb
25 | *.opendb
26 |
27 | # Unity3D generated meta files
28 | *.pidb.meta
29 | *.pdb.meta
30 |
31 | # Unity3D Generated File On Crash Reports
32 | sysinfo.txt
33 |
34 | # Builds
35 | *.apk
36 |
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/Assets/Examples/Scripts/ApplyPreset.cs:
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1 | using RuntimePresets;
2 | using UnityEngine;
3 |
4 | public class ApplyPreset : MonoBehaviour
5 | {
6 | public Preset _preset;
7 | public Light _light;
8 |
9 | private void Awake()
10 | {
11 | _preset.ApplyTo(_light);
12 | }
13 | }
14 |
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/Assets/Examples/Scripts/CreateLightPreset.cs:
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1 | using UnityEngine;
2 |
3 | public class CreateLightPreset : CreatePreset
4 | {
5 | }
6 |
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1 | using UnityEngine;
2 |
3 | public class CreateMeshRendererPreset : CreatePreset
4 | {
5 | }
6 |
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/Assets/Examples/Scripts/CreatePreset.cs:
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1 | using RuntimePresets;
2 | using UnityEngine;
3 |
4 | public class CreatePreset : MonoBehaviour
5 | where T : Component
6 | {
7 | public T otherComponent;
8 | public bool removeTemporaryPresetObject = true;
9 | private IPreset _preset;
10 |
11 | void Start()
12 | {
13 | var thisComponent = GetComponent();
14 | _preset = Preset.From(otherComponent);
15 | _preset.ApplyTo(thisComponent);
16 | //Removes the temporary object created to store the runtime preset
17 | if(removeTemporaryPresetObject)
18 | {
19 | _preset.Free();
20 | }
21 | }
22 | }
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/Assets/Examples/Scripts/TransferComponentValues.cs:
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1 | using RuntimePresets;
2 | using UnityEngine;
3 |
4 | public class TransferComponentValues : MonoBehaviour
5 | {
6 | public MeshRenderer otherComponent;
7 |
8 | void Start()
9 | {
10 | var thisComponent = GetComponent();
11 | thisComponent.TransferValuesFrom(otherComponent);
12 | }
13 | }
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/Assets/Scripts/RuntimePresets/ComponentExtensions.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using System.Reflection;
5 | using UnityEngine;
6 |
7 | namespace RuntimePresets
8 | {
9 | public static class ComponentExtensions
10 | {
11 | private static Dictionary exceptions = new Dictionary
12 | {
13 | {"material", "sharedMaterial"},
14 | {"materials", "sharedMaterials"},
15 | {"mesh", "sharedMesh"}
16 | };
17 |
18 | public static T TransferValuesFrom(this Component comp, T other, bool considerBaseClasses = true) where T : Component
19 | {
20 | var conditionalFlags = considerBaseClasses ? BindingFlags.FlattenHierarchy : BindingFlags.DeclaredOnly;
21 |
22 | // Type of the copy
23 | Type type = comp.GetType();
24 |
25 | // Type mismatch
26 | if (type != other.GetType())
27 | {
28 | return null;
29 | }
30 |
31 | BindingFlags flags = BindingFlags.Public | BindingFlags.Instance | BindingFlags.Default | conditionalFlags;
32 | PropertyInfo[] propertyInfos = type.GetProperties(flags);
33 |
34 | //Handle variables
35 | foreach (var pinfo in propertyInfos)
36 | {
37 | if (pinfo.CanWrite)
38 | {
39 | try
40 | {
41 | // Ignore obsolete variables to avoid editor warnings
42 | if (HasAnnotation(pinfo) || HasAnnotation(pinfo) || HasAnnotation(pinfo))
43 | {
44 | continue;
45 | }
46 | if (exceptions.ContainsKey(pinfo.Name))
47 | {
48 | PropertyInfo exInfo = type.GetProperty(exceptions[pinfo.Name]);
49 | exInfo.SetValue(comp, exInfo.GetValue(other, null), null);
50 | }
51 | else
52 | {
53 | pinfo.SetValue(comp, pinfo.GetValue(other, null), null);
54 | }
55 | }
56 | catch (System.Exception e) { Debug.Log(e.Message); }
57 | }
58 | }
59 |
60 | // Handle properties
61 | FieldInfo[] finfos = type.GetFields(flags);
62 |
63 | foreach (var finfo in finfos)
64 | {
65 | finfo.SetValue(comp, finfo.GetValue(other));
66 | }
67 |
68 | return comp as T;
69 | }
70 |
71 | private static bool HasAnnotation(PropertyInfo pinfo)
72 | {
73 | object[] attr = pinfo.GetCustomAttributes(typeof(T), true);
74 |
75 | return attr.Length > 0;
76 | }
77 | }
78 | }
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/Assets/Scripts/RuntimePresets/Editor/CreateRuntimePresetEditor.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEditor;
5 | using UnityEditorInternal;
6 |
7 | namespace RuntimePresets
8 | {
9 | public class CreateRuntimePresetEditor
10 | {
11 | [MenuItem("CONTEXT/Component/Create Runtime Preset")]
12 | private static void CreateRuntimePreset(MenuCommand command)
13 | {
14 | var sourceComponent = (Component)command.context;
15 | var dummyObject = new GameObject();
16 |
17 | var targetComponent = dummyObject.GetOrCreateComponent(sourceComponent.GetType());
18 | var runtimePreset = dummyObject.GetOrCreateComponent();
19 | runtimePreset.TargetComponent = targetComponent;
20 |
21 | UnityEditorInternal.ComponentUtility.CopyComponent(sourceComponent);
22 | UnityEditorInternal.ComponentUtility.PasteComponentValues(targetComponent);
23 |
24 | var prefab = PrefabUtility.CreatePrefab("Assets/New Preset.prefab", dummyObject);
25 | Object.DestroyImmediate(dummyObject);
26 | }
27 | }
28 | }
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | namespace RuntimePresets
7 | {
8 | public static class GameObjectExtensions
9 | {
10 | public static Component GetOrCreateComponent(this GameObject target, Type type)
11 | {
12 | var component = target.GetComponent(type);
13 |
14 | if (component == null)
15 | {
16 | component = target.AddComponent(type);
17 | }
18 |
19 | return component;
20 | }
21 |
22 | public static T GetOrCreateComponent(this GameObject target) where T : Component
23 | {
24 | return (T)target.GetOrCreateComponent(typeof(T));
25 | }
26 | }
27 | }
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/Assets/Scripts/RuntimePresets/IPreset.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using UnityObject = UnityEngine.Object;
6 |
7 | namespace RuntimePresets
8 | {
9 | public interface IPreset
10 | {
11 | Type ComponentType { get; }
12 |
13 | Component TargetComponent { get; set; }
14 |
15 | bool ApplyTo(UnityObject target);
16 |
17 | bool ApplyTo(IEnumerable targets);
18 |
19 | bool UpdateFrom(Component component);
20 |
21 | bool Free();
22 |
23 | bool CanBeAppliedTo(UnityObject target);
24 |
25 | string GetTargetFullTypeName();
26 |
27 | string GetTargetTypeName();
28 | }
29 | }
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/Assets/Scripts/RuntimePresets/Preset.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using UnityEngine;
5 | using UnityObject = UnityEngine.Object;
6 |
7 | namespace RuntimePresets
8 | {
9 | public class Preset : MonoBehaviour, IPreset
10 | {
11 | [HideInInspector]
12 | [SerializeField]
13 | private Component _component;
14 |
15 | ///
16 | /// Creates a preset from a component instance at runtime.
17 | /// This action requires a temporary to be created.
18 | /// Call to remove it when you're done to remove it.
19 | ///
20 | /// The of
21 | ///
22 | /// A new Preset instance.
23 | public static Preset From(T component) where T : Component
24 | {
25 | var componentContainer = new GameObject($"tmp_{Mathf.Abs(component.GetInstanceID())}");
26 | var preset = componentContainer.GetOrCreateComponent();
27 | var componentCopy = componentContainer.GetOrCreateComponent();
28 |
29 | componentCopy.TransferValuesFrom(component);
30 | preset.TargetComponent = componentCopy;
31 | componentContainer.SetActive(false);
32 | return preset;
33 | }
34 |
35 | ///
36 | /// The component the preset is based on.
37 | ///
38 | public Type ComponentType => _component.GetType();
39 |
40 | ///
41 | /// The instance storing the presets values.
42 | ///
43 | public Component TargetComponent
44 | {
45 | get => _component;
46 | set => _component = value;
47 | }
48 |
49 | ///
50 | /// Transfers the preset values to an actual component instance.
51 | ///
52 | /// True, if the values were successfully transferred.
53 | public bool ApplyTo(UnityObject target)
54 | {
55 | var component = target as Component;
56 | if (component == null || !CanBeAppliedTo(component)) return false;
57 |
58 | component.TransferValuesFrom(_component);
59 | return true;
60 | }
61 |
62 | ///
63 | /// Transfers the preset values to the given instances.
64 | ///
65 | /// A collection of components.
66 | /// True, if the values were successfully transferred to all targets.
67 | public bool ApplyTo(IEnumerable targets)
68 | {
69 | return targets.All(t => ApplyTo(t));
70 | }
71 |
72 | ///
73 | /// Stores the values of the given in the preset.
74 | ///
75 | /// True, if the values were successfully updated.
76 | public bool UpdateFrom(Component component)
77 | {
78 | if (_component != null && CanBeAppliedTo(component))
79 | {
80 | _component.TransferValuesFrom(component);
81 | return true;
82 | }
83 | return false;
84 | }
85 |
86 | ///
87 | /// If this preset has been created durin runtime, its temporary instance will be destroyed.
88 | ///
89 | /// True, if an instance has been destroyed.
90 | public bool Free()
91 | {
92 | var instanceHasBeenDestroyed = false;
93 |
94 | if (_component.gameObject.scene.name != null)
95 | {
96 | Destroy(_component.gameObject);
97 | instanceHasBeenDestroyed = true;
98 | }
99 |
100 | TargetComponent = null;
101 | return instanceHasBeenDestroyed;
102 | }
103 |
104 | ///
105 | /// A preset stores values specific to a component. Only a component of the same type can be used to apply the preset values.
106 | ///
107 | /// True, if the values can be applied.
108 | public bool CanBeAppliedTo(UnityObject target) => (target != null) ? (target.GetType() == ComponentType) : false;
109 |
110 | public string GetTargetFullTypeName() => ComponentType?.FullName ?? string.Empty;
111 |
112 | public string GetTargetTypeName() => ComponentType?.Name ?? string.Empty;
113 | }
114 | }
115 |
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2019 Moolt
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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1 | # What are (runtime) presets?
2 |
3 | Presets are a way to store a components values to an asset file that can be reapplied to other components either in the [editor](https://docs.unity3d.com/Manual/Presets.html) or by [scripting](https://docs.unity3d.com/2018.2/Documentation/ScriptReference/Presets.Preset.html).
4 |
5 | Presets have one downside though: They are placed in the `UnityEditor` namespace and can therefore not be used in your compiled game. Loading presets at runtime is unfourtunately not possible. This plug-in intends solve this problem.
6 |
7 | Runtime presets are an alternative to the Unity presets by storing components as prefabs that can then be reapplied at runtime. Using runtime presets is nearly identical to using the default Unity presets:
8 |
9 | ```csharp
10 | public class ApplyPreset : MonoBehaviour
11 | {
12 | public Preset _preset;
13 | public Light _light;
14 |
15 | private void Awake()
16 | {
17 | _preset.ApplyTo(_light);
18 | }
19 | }
20 | ```
21 | ## Setup
22 |
23 | If you want to get a quick overview you should check out the [demo project](https://github.com/Moolt/UnityRuntimePresets/archive/master.zip).
24 | You can also download the [package](https://github.com/Moolt/UnityRuntimePresets/raw/master/runtimePresets.unitypackage) containing only the essential scripts.
25 |
26 | After downloading and importing the package, you will find a new entry `Create Runtime Preset` in the gear menu  of a component.
27 |
28 | ## Creating a runtime preset
29 |
30 | Open the gear menu  on any GameObjects component and click `Create Runtime Preset`.
31 |
32 | 
33 |
34 | The plug-in will then create the preset in the `Assets` folder. A newly created preset will always have the default name `New Preset`. Rename it after creation to prevent it from being overwritten.
35 |
36 | 
37 |
38 | The preset is simply a prefab with a copy of your selected component. It also has an additional component called `Preset`. Keep this in mind as we'll need it in the next step.
39 |
40 | 
41 |
42 | ## Loading runtime presets
43 |
44 | Presets can be set in the inspector once you expose a variable of the `Preset` type.
45 |
46 | ```csharp
47 | public class ApplyPreset : MonoBehaviour
48 | {
49 | //A preset which needs to be set in the inspector
50 | public Preset _preset;
51 | //A light component that we want to modify
52 | public Light _light;
53 |
54 | private void Awake()
55 | {
56 | //Presets store values of a specific component type
57 | //Checking whether the values can be applied may be helpful
58 | if(_preset.CanBeAppliedTo(_light))
59 | {
60 | //Transfers the values from the preset onto the _light component
61 | _preset.ApplyTo(_light);
62 | }
63 | }
64 | }
65 | ```
66 |
67 | After compiling the script you can now set the preset and reference the light component. The `preset` field is restricted to only accepting `presets`. You won't accidentally reference something else than a `preset`.
68 |
69 | 
70 |
71 | ## Creating presets during runtime
72 |
73 | Presets can also be created during runtime. You will need any component to initialize the preset with. The preset can then be used to apply the values to any component of the same type.
74 |
75 | ```csharp
76 | public class CreatePreset : MonoBehaviour
77 | {
78 | //A reference to a light from another gameObject
79 | public Light otherLight;
80 | //The preset we want to store the lights values in
81 | private Preset _preset;
82 |
83 | void Start()
84 | {
85 | //Getting the light component of this gameObject
86 | var light = GetComponent();
87 | //Create a new preset from "otherLight" and apply its values to "light"
88 | _preset = Preset.From(otherLight);
89 | _preset.ApplyTo(light);
90 | //Removes the temporary object created to store the runtime preset
91 | //This is optional
92 | _preset.Free();
93 | }
94 | }
95 | ```
96 |
97 | The examples might be a bit forced, but I often find myself in more complex situations where runtime presets can be a real life saver.
98 | I hope I can save you some time with this plug-in. Feel free to contact me if you have any questions.
99 |
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