📚Managing Advanced Presets

How to create, organize, and customize presets

Advanced Presets are designed to work with any set of game objects and components. You can use this to create custom presets particular to your project and workflow. Presets, just like any other assets, may shared with team members to fascilitate collaboration.

Editing Advanced Presets

Presets are primarily created and managed in the Advanced Presets Window.

Lock Toggle

Before any changes can be made to presets or configurations, the view must be unlocked by clicking the lock icon in the upper right corner.

Once unlocked, additional editing and configuration tools are made visible

Editing vs Config

You'll notice there are 2 aspects to modifying presets:

  • Editing: Shows additional tools for creating and editing presets.

  • Config: Shows options for editor behaviors and preset displays.

Configuration Settings

Click the gear icon to show the config settings for a collection, folder, or group.

Config settings have a hierarchical relationship: Global->Collection->Folder->Group

Global Config

As the name implies, this provides global settings for Advanced Presets throughout the project. The global config is stored as an asset in the project (AdvancedPresetsGlobalConfig). It can be edited directly by selecting the asset in the project view.

These settings are also displayed in the Advanced Presets Window when the gear icon is clicked.

Collection Config

When the top-most gear icon is enabled in the Advanced Presets Window, it displays config settings for the current collection and also displays the global config settings.

Folder Config

Similarly, clicking the gear icon for a folder opens its config settings including the ability to specify a custom icon, color, and layout overrides.

Group Config

And then finally, clicking the gear icon for a group reveals its settings. Groups additionally provide an option to assign an asset folder containing Component Presets to display with the preset group.

Name

Collections, folders, and groups each have a name that can be customized as it is displayed in the view and any menus. To edit names click the pencil icon.

Names of folders and groups can be edited inline directly where they are displayed.

Icon and Color

Every collection, folder, and group can have a custom icon and color.

You may import your own custom icons to use in the editor. I size of 16x16 is recommended with the following import settings.

Match Mode

When applying an Advanced Preset, this option determines how the preset hierarchy is matched to the target object hierarchy. There are 2 methods:

Match by Name

This matches objects from the preset hierarchy to the target hierarchy by exact name match. This method works best when the target hierarchy differs from the preset, but has objects that match in name.

Match by Sibling Index

This method matches the preset hierarchy to the target hierarchy by treating the hierarchy as a linear list, irrespective of object names. This mode is the most versatile and does not require names to match.

Add Children

This option determines whether or not to add new objects to the target hierarchy when no matching objects are found. For example, if you apply a preset that contains children to a single game objects, new children will be added to complete the preset when it is applied. This option is usually best to leave enabled so that presets can be fully replicated.

Unpack Prefabs

This option is only applicable when instantiated presets. This setting determines whether prefab linking is preserved or detached when a preset is instantiated. Typically when working with prefabs, maintaining links to the prefab is desirable so that any changes to the prefab will update the instances. However, in the case of presets it may be more desirable to instantiate new objects and keep them independent from the prefab.

Auto Hide Collections

When the project only contains a single AdvancedPresetCollection asset, this option allows the drop down menu for the Collection to be hidden since there is only 1 to select.

Rename Objects

When this option is enabled, it allows presets to rename the target objects and channels when applied.

Set Track Colors

Colored Headings

Colored Buttons

Layout Settings

Layout Overrides

Group Component Presets

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