đŸŽšī¸Component Presets

Store and apply specific component settings

Component Presets replace the old “behavior presets”. They capture settings for an individual component. Certain component types may also include custom data such as animation. When a component preset is applied, it overwrites the specified properties on the target component, leaving all other settings unchanged.

Applying Presets

There are two ways of accessing Component Presets:

In the Timeflow View

Click on the presets icon for a channel displayed in the Timeflow view switches panel. This displays a simple drop down menu with all presets available for the component type of the channel.

Note that the Component Presets icon has 2 sliders whereas the Advanced Presets icon has 3 .

The Component Presets menu for the Tween component.

In the Inspector

Timeflow components that support presets will show a preset icon , which invokes the preset menu as shown below.

For all other component types, click the 3 dots menu in the upper right corner to see the preset options:

Select Save Preset to create a new preset for any component type.

From any of the menu options above, you can also create a preset from the current component by selecting Save Preset. See Creating Presets below.

Creating Presets

To initiate creating a new preset, select Save Preset from one of the menus described above. For example, selecting the 3 dots menu of the Transform component.

Presets work with any component type, incuding custom scripts.

Save Preset Window

A Component Preset is defined by a collection of property settings, with all available properties listed.

Name and Color

Give the preset a short descriptive name. This is the display name, which may vary from the asset name. The color provides a label to help visually classify and identify presets.

Additional color options can be found in the Advanced Presets Collection settings.

When viewing long property lists, it may be helpful to use the search field to filter the list to more easily locate specific properties.

Properties

Select only the fields you wish to save in the preset. All unselected fields will be omitted and they will be left unchanged when the preset is applied.

Any properties not selected are effectively ignored both when saving and applying presets. This allows presets to target specific properties, without overwriting other settings you wish to preserve.

Show Selected / All

Toggle this setting to show all or only the selected properties.

Select All / None

Use these buttons to select or deselect all properties currently displayed.

Select All / None can be used with the Search field to select or deselect items found in the search.

Save Preset

When you're ready to save, click Save Preset. This will prompt you to save the asset file, which must be saved somewhere in the Assets directory. You may organize preset assets in any way you wish.

Select a name and location to save your preset. Organizing presets by folders is encouraged.

Once the asset has been saved, it can be selected in the Project view and edited further in the inspector.

Editing Component Presets

With the Component Preset asset selected in the Project view, it can be edited in the Inspector by clicking the pencil icon. This exposes all fields for editing.

Preset Name & Label

The Preset Name is the full descriptive display name of the preset as shown in menus and the presets window. The Label provides an abbreviated or short version of the name for small buttons.

Component Type

This is a full assembly qualified type name which identifies the component script that the properties map to. Changing this field manually is generally discouraged, though is permitted for advanced users.

Properties

This lists all of the property values stored in the preset. When editing, there are fields specifying each property's class name, field name, and value.

The supported property types are listed below.

Object References

Note that objects references must be link to assets in the project such as prefabs or scriptable objects. References to objects within a scene will not be retained.

Applying Component Presets

For any component, click the 3 dots menu in the upper right and select Apply Preset. Or when viewing a Timeflow component, click on the presets icon

This opens a floating window listing all available presets. All Component Presets for the specified type are displayed alphabetically no matter where they are located in the project.

To apply a preset, simply click the button. Use undo to revert changes if needed.

The presets window is resizable and inherits layout and other settings from the active Advanced Presets Collection.

Layout

Click the layout icon to toggle between grid and list view.

Rename

Click the R toggle to enable or disable object/channel renaming when applying a preset. Turn this option off if you wish to preserve existing names.

Modes

The following modes can be selected from the menu, or by holding one of the modifier keys (shown below) to activate the mode when applying a preset.

Instantiate (Control)

Creates a new game object instance with the component and preset applied. Use this mode when you wish to add new objects to the scene with a particular setup.

Combine (Shift)

Applies the preset settings to the target component leaving all other settings as-is. When applying a preset to a component that supports multiple channels, such as Keyframer, this mode will insert a new channel rather than overwrite existing ones.

Replace (Alt)

Swaps the current behavior with the new one. This often destroys and recreates the target component.

Using with Advanced Presets

Component Presets may be optionally added to groups in the Advanced Presets window. An asset folder may also be assigned to display all assets in the directory. For more information, see Advanced Presets

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