I mostly make audio reactive programs and vr music videos
I often work with multiple copies of the same script and use a form of prefabs that I copy and paste from this script would probably make everything a lot easier for me especially when I’m working with the same component over and over.
Hi, @Visual_Lies ,
Congratulate and thanks for your support at the first.
Please send me your email by forum conversation, since I didn’t find it in your forum profile.
That I can confirm that’s your address and send you the voucher.
Thank you~~~
The first voucher has been taken.
Thank @Visual_Lies , wish you have fun with it.
Your work sounds so cool, that’s also I’m interested.
Let’s look forward the review… LOL
Hi, looks well handy!
Is Paste multiple components at the same time a feature yet? sometimes i have 8 or 9 Cameras in a scene and need to change a lot of settings on each and copy and paste a lot of image effects on cameras. I do VR Theatre installations and Xperimental VR.
It can’t paste multiple components at once currently.
Would you read my documentation, there’s some information about paste.
And, I’ll list your suggestion and consider if and how to add this feature in the future.
It’s better if you could describe more detail about your situation.
I’m from the U.S. and working on a 2.5D platformer.
I would love to try out a Component Clipboard voucher for our project to be able to edit Playmaker FSMs, etc., while in playmode. Currently, we have to copy all the game objects, then stop and paste, then copy/paste the components from there. I think Component Clipboard is what we’ve been waiting for.
Thanks for considering and keep up the helpful work.
This looks like a fantastic tool when it comes to run time tweaking of multiple values.
Could not make out from the video if the values you copied into clipboard update on running a second time.
That is can you run a scene drag and copy the required component to clip board, then press stop paste the components values.
Now if you press play again if you change the values do they reflect this automatically in the clipboard or do you need to re-drag them into the clipboard.
Would love to try it out.
I’m from the Republic of Ireland.
Currently working on a WW2 naval simulation.
At the moment most of what I’m doing is setting up environments, which requires an awful lot of tweaking many component values for Truesky (atmospherics), Ceto (Oceans) to get the many weather/seasonal states that the user will encounter.
Also using uFS (Flight dynamics) what also requires a lot of tweaking many components to get correct flight behaviour for each aircraft and all at runtime.
Been able to copy all values in one sweep would be a huge time saver Indeed.
First, actually I don’t see what the word “commoners” means in your sentence… lol
But, I’ll explain some mechanism to try to make you know how it works.
You might take a look at the documentation for technical detail.
You can copy/paste whenever playing or not, just like using Unity commonly.
A copied item in the clipboard is like a snapshot of the original component. It’s actually an independent component, duplicated with the values when you copy.
The value of a copied component won’t change itself automatically, since it’s duplicated but not reference to the original.
The copied item and its values will stay, no matter how many times you play or stop the scene, and even crossing different scenes. Except, a variable reference to another scene object, this situation is noted in the documentation.
Yep, if you wanna copy a component twice with different values, you have to re-drag.
Wish these can be helpful.
If you have any further question, you’re welcome.
Can’t wait to try it out and see how much time and effort this saves me from Unitys current means of getting values from runtime one component at a time.
Ammended that to components. Darn phone and autocorrect lol. thanks that answered it.
The bug described below has been fixed, and published after version 1.0.1. The resolve method below is only for version 1.0.
Hi guys,
Here’s an unexpected behavior reported, thank @beNice .
Currently, the script refreshes the asset database when the Project or Hierarchy window changed. This makes the cursor busy. And it’s right since it’s busy refreshing.
But, it causes the cursor flashing between busy and normal state, if the two windows are changed constantly. I.e., when you create, delete, or move gameObjects or assets frequently.
To resolve it for now, please do the steps below:
Open the script "Assets/WanzyeeStudio/Scripts/Editor/Toolkit/Clipboard.cs
Delete or mark out the code “AssetDatabase.Refresh();” at line 331.
Added a review to the Asset Store page, this is working perfectly for me after making the above change for the refresh issue.
Thanks Wanzyee for making this it is already saving me time within my workflow when it comes to constant tweaking of components within my scenes.
Its real easy to use and makes editing multitudes of vales across many components and assets a breeze to get the look/feel within a scene perfect. And then set those tweaks back into your scene after runtime to recreate those changes permanent.