🎚️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.

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 either Save Preset or Apply Preset to invoke the presets menu. Apply Preset will be greyed out if no presets are available yet for the specified component type.

From any of the menu options above, you can create a preset from the current component by selecting Save Preset. See Creating Presets below.
Applying presets affects all selected objects. Make sure to only select the object(s) you want to modify before selecting a preset. This is true no matter where the preset menu is invoked from.
Creating Presets
To initiate creating a new preset, select Save Preset from one of the menus described above, such as clicking the 3 dots menu.

Save Preset Window
A Component Preset is defined by a collection of property settings. The presets window lists all properties available from which you may select just the fields you to make into a preset. Any properties left unchecked will be excluded from the preset.

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

Presets must be saved somewhere in the project Assets directory to be viable. The asset name may be different than the display name, though it is recommended to keep names consistent and logical to avoid confusion later on.
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.

Making changes to the property mappings or component type could cause the preset to malfunction if not done correctly, so use caution directly editing these fields.
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.
To add properties to a preset, it is best to apply it to a game object, make your edits, then save it again with the new settings. This will avoid potentially creating invalid property mappings. Though if you know what you're doing then directly editing is fine.
The supported property types are listed below.

Presets for certain component types may include custom data such as animation, which is not displayed in the properties list. For example, presets for the Flyby component can include animation channels.
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 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.

The presets window is resizable and inherits layout and other settings from the active Advanced Presets Collection.
You'll notice with Tween as an example that some presets affect value ranges while other set interpolation modes. This allows for mixing and matching presets to quickly configure objects with commonly used settings, saving you the time of having to manually enter the values in the inspector.
Layout
Click the layout icon to toggle between grid and list view.

Renaming 

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

Click the paint bucket icon to toggle color assignments. When enabled, the target channel and/or object track color is set by the preset color. Turn this option off if you do not want presets to affect channel or object colors.
Modes
The following modes can be selected from the menu, or by holding one of the modifier keys (shown below) 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.
Replace and Combine Mode Differences There can be some variation in how component presets treat Combine and Replace modes. Generally, component types which support only 1 channel (such as Tween) are fully removed and replaced when using Replace mode. And in Combine mode, additional components are added. However, when applying a preset for a component such as Keyframer which supports unlimited channels but is limited to 1 component per game object, Replace mode only targets the selected channel, while Combine mode adds channels to the existing Keyframer component. These difference are designed to match the intention of each mode while respecting the component type.
Layout Customization
The Component Presets popup window gets its layout settings from the Advanced Presets global config. This asset can be located in the preset samples. Click the gear icon in the upper right corner to select the config asset in the project.


These settings provide the global defaults for all Advanced Preset collections and Component Presets. Adjust the layout settings to affect the Component Presets window layout. Advanced Presets also use the same layout controls but additionally allow overrides per folder and group for further customization.
Using with Advanced Presets
Component Presets may also be added to the Advanced Presets window, either adding them individually or by assigning an asset folder.

The main difference between these preset types is that Advanced Presets provide whole objects based on prefabs, while Component Presets apply only specific settings. This make it easy to add new objects to the scene and then apply whichever combination of presets you wish to configure its behavior.

For more information, please see Presets
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