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[RELEASED] Clipboard - Copy'n'Paste multiple Components

Discussion in 'Assets and Asset Store' started by Wanzyee, Jan 6, 2016.

  1. Wanzyee

    Wanzyee

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    Let's save your time from routine work.
    • Have you ever tweaked lots of Components in play mode, and noted values for later?
    • Do you need to try many settings or Material properties to pick which looks better?
    • Do you even want to copy a lot, then paste after lunch or the weekend?
    • Would you like a Component presets panel to apply values quickly?

    That's why I made this!
    The videos below show the brief and the smooth workflow, and how to use as a presets panel.







    Overview:
    • Easy to copy and paste multiple Components or Materials.
    • Just drag'n'drop to snapshot them, and drag'n'drop to paste the copies back.
    • All the copies can be managed and edited in a foldable Inspector-like window.
    • With custom labels and quick search bar, it could work as a presets panel.
    • One click to find the copy source.
    • Most copies will be saved in the project.
    The further technical documentation is available here.
    And the operation manual is right below.


    Using:
















    Add-on:
    • Here's AuxCursor to show cross windows dragging hint, useful for editor developer.
    • This also includes a small utility: Material Property Copier.
    • It provides context menus "Copy Properties" and "Paste Properties" for Material.
    • It works just like the similar menus of a Component.

    Full-only Features:
    • Unlimited copy numbers. (10 for free version)
    • Keep the copies after exit editor.
    • Full Drag'n'Drop operations. (Transform, Camera, Light for free version)
    • Quick search menu.
    • Auto filter by tracking selection.
    • Custom item label.
    • Open multiple windows.

    Release:

    http://u3d.as/nY1

    http://u3d.as/moP


    This thread is also for customer support, feel free to leave me a comment if you need.
    Please let me know if there's any question or suggestion.

    I'd also forward important messages between the forum and my site to have them visible.
    Thanks, enjoy!
     
    Last edited: Oct 14, 2018
    theANMATOR2b likes this.
  2. Wanzyee

    Wanzyee

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    Hi, I've added subtitles in the video, in case my English speech unclear to confuse anyone.
     
  3. Wanzyee

    Wanzyee

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    Hi guys,

    Here're 3 free vouchers of Component Clipboard.
    • ASV-...-TYNT-... has been taken by @Visual_Lies
    • ASV-...-AGP4-... has been taken by @John G.
    • ASV-...-GYCL-...has been taken by @beNice

    I'd please the volunteers to try it and tell some feedback.
    The feedback could be a review, suggestion, bug, or whatever you think about it.

    If you're interested, please post a demand under this thread.
    The voucher code will be sent according the post time order, since only 3.

    And please share something about you to us in the demand post, e.g., including:
    • Where you come from?
    • What you're working on?
    • Why would you like to try it?

    Please send me your email by the forum conversation to receive the voucher.
    Or, I'd find it from the forum profile page or signature and check it.

    Wish the asset is helpful for you.
    Thank you.
     
    Last edited: Jan 13, 2016
  4. Wanzyee

    Wanzyee

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    Ouch...
    BTW, a normal reply without explicit demand won't be counted, like this one... LOL
     
  5. Visual_Lies

    Visual_Lies

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    I would love to try your asset.

    1. Come from VA USA
    2. I mostly make audio reactive programs and vr music videos
    3. 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.
     
  6. Wanzyee

    Wanzyee

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    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~~~
     
  7. Wanzyee

    Wanzyee

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    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
     
    Last edited: Jan 11, 2016
  8. amoeba_VR

    amoeba_VR

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    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.
     
  9. Wanzyee

    Wanzyee

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    Hi @acab2323,

    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.

    Thanks.
     
  10. beNice

    beNice

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    Hey, buddy.

    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.

    beNice
     
  11. Wanzyee

    Wanzyee

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    Hi @beNice,

    Congratulate and thanks for your support.
    I've sent the voucher code, wish you have fun with it.

    The way you did to copy/paste is similar to me before I make this plugin.
    Hope this's suitable and helpful for you.

    Thanks.
     
  12. John-G

    John-G

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    Hi Wanzyee,

    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.

    Thank you.
     
    Last edited: Jan 13, 2016
  13. Wanzyee

    Wanzyee

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    Hi @John G. ,

    Thanks for your replying.
    It looks you're working on a great game, cheers.

    Could you send me your email by starting a forum conversation.
    The address is used to receive the voucher code, if you'd like to try.

    Please give me some time to understand the questions in your post.
    Then I'll post the answers under this thread.

    Thank you.
     
  14. Wanzyee

    Wanzyee

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    Hi @John G. ,

    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.

    1. You might take a look at the documentation for technical detail.

    2. You can copy/paste whenever playing or not, just like using Unity commonly.

    3. 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.

    4. The value of a copied component won't change itself automatically, since it's duplicated but not reference to the original.

    5. 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.

    6. 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.

    Thanks.
     
    John-G likes this.
  15. Wanzyee

    Wanzyee

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    Thanks everybody,
    The free vouchers of this time are all sent.

    Congratulate and thank @Visual_Lies , @beNice , and @John G.
    Guys will try how Component Clipboard works for them, how does it save time.

    Wish it's fine and fun.
    Of course, I'll do my best for it, if there's any bug reported... (pray)

    Let's look forward to see their review... lol

    Thank you guys.
     
  16. John-G

    John-G

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    Thank you for voucher.

    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.
     
    Last edited: Jan 13, 2016
  17. Wanzyee

    Wanzyee

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    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:
    1. Open the script "Assets/WanzyeeStudio/Scripts/Editor/Toolkit/Clipboard.cs
    2. Delete or mark out the code "AssetDatabase.Refresh();" at line 331.
    3. Save the script, and let Unity reload it.

    Of course, I'll do it when next update.

    Thanks for your support.
     
    Last edited: Jan 25, 2016
  18. Wanzyee

    Wanzyee

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    New version 1.0.2 is currently "Published".

    Now you can find the source object which you copied from!
    Just click a button to ping it, or double-click to select it.

    - Add the button to easily find copy source object, and adjust the UI for it.
    - Fix material copy operation to ensure be saved.
    - Fix the cursor flashing between busy and normal state, when the Project or Hierarchy window changes constantly.
    - Fix the component editor usage to avoid crash in some case, when a copied item asset file is operated manually.
     
    Last edited: Jan 23, 2016
  19. John-G

    John-G

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    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. :)
     
  20. Wanzyee

    Wanzyee

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    Hi,
    Thank for the review from @John G.

    I'm glad to make things helpful.
    Wish this could save everybody's time more and more.

    Here we're looking forward to feedbacks from @Visual_Lies & @beNice.
    Cheers.
     
  21. Wanzyee

    Wanzyee

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    Hi @acab2323,

    About the feature to paste multiple components at once.
    I found I might misunderstand what you said.

    If you mean : to paste a number of components to one GameObject.
    That I'm thinking if it's possible.

    But, if you mean : to paste a component to multiple GameObjects.
    SURE! This plugin supports to do it.
    Since this uses built-in context menu to paste, and the built-in behavior does it so... LOL

    Regards.
     
  22. Wanzyee

    Wanzyee

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    New version 1.0.3 is currently "Published".

    - Add a dark background to every preview to make UI identical.
    - Add a public method to open window, for users to make their own hotkey.
    - Fix copying the component inherit from Transform, e.g., RectTransform.
    - Fix a weird object shown in Hierarchy when copy a component related to RectTransform.
     
    Last edited: Jan 28, 2016
  23. Wanzyee

    Wanzyee

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    Hi, @Visual_Lies,
    I've seen your review on the asset store page, thank you.
    If you have any question or suggestion, you're welcome.
     
  24. Wanzyee

    Wanzyee

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    The version 1.0.3 has been accepted so quickly.
    BUT oops! You may not wanna update it right now.

    I found a bug after fixing the weird behavior about RectTransform, and is working on it now.
    Please wait for 1.0.4, thank you.
     
  25. Wanzyee

    Wanzyee

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    New version 1.0.4 is currently "Published".
    Now we can download it...

    - Fix the copied asset isn't saved caused by the previous bug fixing for weird object.
    - Fix copying a material which inherits from Material in case.
    - Fix the reference lost when a material refers to a non-asset texture.
     
    Last edited: Feb 4, 2016
    John-G likes this.
  26. Wanzyee

    Wanzyee

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    Hi, Guys,

    I'm considering if Drag'n'Drop to paste is possible.
    I'd like to drag from Clipboard and drop on Inspector.
    Is anybody interested?

    Before trying do it, I have a question about user's habits.
    Do you often attach multiple Components of the same type on one GameObject? or very rarely do it?

    That's about how I design the behavior.
    Thanks and forward to your replying.
     
  27. Wanzyee

    Wanzyee

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    New version 1.0.5 is currently "Published".

    - Improve the source finding feature to find in an unsaved scene.
    - Fix the obsolete API about the HSV color used for icons.
    - Fix the reference to the copy source when a copied component references to itself.
    - Fix component copy operation to be not undoable since it shouldn't be.

    I also changed the submission editor version lower to 5.1.0f3
     
    Last edited: Feb 17, 2016
  28. Wanzyee

    Wanzyee

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    Hi, everybody,

    The DLL version has been published with full features and lower price.
    And a free trial version with a few limitations is available, too.

    Please see the further detail below the main post.
    Any review or advanced feature suggestion is welcome.

    Thanks for your support.
    Wanzyee
     
    John-G and SAOTA like this.
  29. Wanzyee

    Wanzyee

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    Good news!

    I've documented some issues before, about why we can paste only by context menu instead of Drag'n'Drop.
    E.g., one "paste" button may have the user to stare to and fro "Inspector" to ensure everything's correct.
    Or, it's not able to detect the drop event out of the current window, but the "Inspector" is out of "Clipboard".

    BUT! These obstacles have been resolved today.
    Now we can just drag an item from "Clipboard", and drop it in "Inspector" to paste back.

    I've updated the documentation to describe that.
    And I'll submit the new version after some relative works done in a few days.
     
  30. Wanzyee

    Wanzyee

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    New version 1.1 is currently "Published".

    - New, Drag'n'Drop to paste. (Please see how to use in the manual above.)
    - New, able to copy all components on a GameObject by dragging it.
    - Fix copying a component which isn't a specific type, e.g., Halo is a Behaviour.

    Note, it's not able to cancel dragging paste currently, since I still can't get the "Esc" event.
    To cancel, you may just drag out of the Inspector, that it won't receive dropping.
     
    Last edited: Mar 4, 2016
  31. Wanzyee

    Wanzyee

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    Hi, Guys,

    This becomes more powerful and efficient, after version 1.1 published.
    I've added a new video to show:
    • How to copy & PASTE by Drag'n'Drop.
    • How to copy multiple components on GameObjects at once.
    Enjoy!
     
  32. Wanzyee

    Wanzyee

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    New version 1.1.1 is currently "Published".

    - Add a regex search bar to filter labels.
    - Rename the dll and move to an Editor folder to avoid exporting when building player.
    - It's recommended to remove the old package before updating.
     
    Last edited: May 18, 2016
  33. Wanzyee

    Wanzyee

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  34. Redrag

    Redrag

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    Hi

    I'm getting this error (full version):

    IndexOutOfRangeException: Array index is out of range.
    UnityEditor.Editor.get_target () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorBindings.gen.cs:121)
    WanzyeeStudio.Editrix.Toolkit.Clipboard+‏‎‫‪‫‭‮‏‮‮‌‪‏‍‎‌‍‬‫‏‬‫‌‭‫‮.‮‪‫‭‌‏‭‮‭‮‬‪‪‪‍‭‭‭‎‎‌‏‮ (UnityEditor.Editor )
    WanzyeeStudio.Editrix.Toolkit.Clipboard+‏‎‫‪‫‭‮‏‮‮‌‪‏‍‎‌‍‬‫‏‬‫‌‭‫‮.‪‎‍‭‏‪‮‍‌‫‪‬‮‎‮‏‬‮‪‫‌‭‍‮‏‮ (UnityEditor.Editor )
    System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[UnityEditor.Editor].MoveNext ()
    System.Collections.Generic.List`1[UnityEditor.Editor].AddEnumerable (IEnumerable`1 enumerable) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:128)
    System.Collections.Generic.List`1[UnityEditor.Editor]..ctor (IEnumerable`1 collection) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:65)
    System.Linq.Enumerable.ToArray[Editor] (IEnumerable`1 source)
    WanzyeeStudio.Editrix.Toolkit.Clipboard+‏‎‫‪‫‭‮‏‮‮‌‪‏‍‎‌‍‬‫‏‬‫‌‭‫‮.‏‌‬‮‭‌‬‏‪‮‏‍‌‍‫‫‌‬‪‏‮‮‬‍‮ ()
    UnityEditor.EditorApplication.Internal_CallDelayFunctions () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorApplicationBindings.gen.cs:227)

    Any thoughts?
     
  35. Wanzyee

    Wanzyee

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    Hi @Redrag,
    Thanks for your report, I'll read carefully and try to figure it out right away.

    EDIT:
    I think I've found where it comes from and I'll fix the problem ASAP.
    Excuse me, I'd like to confirm something.
    Did you get the error when creating or deleting an object in the Unity scene or project window?
    Or, what operations you did when it happened?
     
    Last edited: May 16, 2016
  36. Redrag

    Redrag

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    Hi - it just happens when I run the scene. It happens even when the clipboard isn't in use. I normally get 17-18 of these errors as the scene starts, then all is OK (hopefully!)
     
  37. Wanzyee

    Wanzyee

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    Hi @Redrag,

    Thank you for replying, now I'm sure what happened.
    I'll fix it and submit a new version to asset store in these days.
    And release a temporary patch file here for waiting the store updates.
    Thanks for your support.
     
  38. Wanzyee

    Wanzyee

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    Hi, Guys,
    Thank @Redrag to report a problem, and the bug is fixed now.
    An attachment patch script here for whom faced the same problem.

    Please place this script in one of the folders below:
    • For full and lite version, default is Assets/WanzyeeStudio/Plugins/Editor/
    • For source version, default is Assets/WanzyeeStudio/Scripts/Editor/Toolkit/
    • Sure, you can also place it in any other folders, but make sure it's an "Editor" folder.

    Wish this works, please tell me if you have any further question.
    BTW, a new version with the bug fixed has been submitted.
     

    Attached Files:

    Last edited: May 18, 2016
  39. Redrag

    Redrag

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    Thanks for that. I just dropped it into the WanzyeeStudio folder - I assume that was right? I'm getting this error when running the patch:

    Assets/WanzyeeStudio/ClipboardPatch_1_1_1.cs(13,21): error CS0234: The type or namespace name `Editrix' does not exist in the namespace `WanzyeeStudio'. Are you missing an assembly reference?
     
  40. Wanzyee

    Wanzyee

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    Hi @Redrag,
    The script is an Editor script, so you have to drop it into "Assets/WanzyeeStudio/Plugins/Editor/" folder.
    Or you can also create a folder named "Editor", and drop the script into it.

    editor folder.png
     
  41. Wanzyee

    Wanzyee

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    New version 1.1.2 is currently "Published".
    The bug reported by @Redrag has been fixed.

    Note, please delete the patch "ClipboardPatch_1_1_1.cs" before updating to 1.1.2 if you have downloaded it.
    Thanks for your support.
     
  42. Redrag

    Redrag

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    Hi - thanks for the update. Another issue I am facing is speed. Having the clipboard open seems to slow everything down. Its a shame as I was using it as a sort of 'favorites'.
     
  43. Wanzyee

    Wanzyee

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    I'm sorry for that, and I'll check if it could be optimized to speed up.
    Thank you for indicating that... :)
     
  44. Wanzyee

    Wanzyee

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    Hi, @Redrag,

    Excuse me, I'm checking my code, and I'd like to understand something to help optimizing.
    1. When would you feel the Clipboard slows everything down? Or how do I reproduce your situation...
    2. Were you changing the Hierarchy or Project window very very often? E.g., create, delete, rename, etc.
    3. How many copied items in your clipboard at the same time? Although it shouldn't be the problem.

    The Clipboard does its tasks only when "OnGUI" or dragging.
    It also does few small works when the Hierarchy or Project window changed.
    But as I know, all of these aren't invoked by the Unity Editor constantly.

    Commonly, the Clipboard should hiccups only when copying or pasting or deleting, but it's not a continuous effect.
    I'm staring my Editor Profiler window, and I don't find the Clipboard working all the time.

    Thanks for your help, Regards,
    Wanzyee
     
  45. Wanzyee

    Wanzyee

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    New version 1.1.3 is currently "Published".

    - Fix showing the Save Assets dialog when copying, if the Verify Saving Assets flag set.
    - Fix the null reference of an unexpected empty prefab when loading copies.
    - Fix creating the style images from the window constructor.
     
  46. mografi_joe

    mografi_joe

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    Hey, just bought the full version with source code. It works great at drag n drop COPYING of components. But the drag n drop Paste doesn't seem to work at all. I can paste using the context menu with 'paste component values', but you have a video showing you drag'n'dropping to paste. I'm using Unity 5.3.5f1 on OS X. Is it broken or any suggestions on getting it working?
     
  47. Wanzyee

    Wanzyee

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    Hi, @mografi_jpruss2001,

    Thanks for your support, and sorry to hear that.
    I don't have a Mac to test by myself, although Unity and C# should do cross platform as well as they said, lol.


    Drag'n'dropping to paste should be very easy to work.
    1. The correct steps is to drag the item title from the Clipboard and drop into the Inspector, isn't it?
    2. By default, it'll paste values if there's the same type component, otherwise paste a new one.
    3. You can select to paste values into one of multiple the same type components by pressing "Ctrl" when dropping.
    4. That's it, and there shouldn't be any more mentions.

    However, I'd really like to know the situation you faced.
    1. Did the cursor change while dragging, and become with a plus mark when hovering on the Inspector?
    2. Which type of component did you drag? Have you tried other components?
    3. Is there any different UI looks between your screen and the screenshots in asset store?
    4. Was there any error logs? Or, any screenshot to show something?
    5. [Edit] Are you a programmer or an artist? I'd consider how to help.

    Thanks for your help in providing this information.
    I'll figure it out if I can reproduce the problem.

    Regards,
    Wanzyee.
     
    Last edited: Aug 15, 2016
  48. mografi_joe

    mografi_joe

    Joined:
    Aug 18, 2015
    Posts:
    14
    0. Dragging TO copy to your clipboard works great.

    1. I do get the green plus mark cursor when dragging...but only for a fraction of a second when entering the game objects component window, then it disappears. You can even see the values changing for a split second to what was in the clipboard, then reverting to whatever the game objects values were.

    2. This happens for any component: transform, sprite renderer, mesh renderer, material, etc.

    3. I have a different layout, so i tried resetting my UI layout to default and it still happens

    4. No error logs.

    5. I'm more artist, but also a coder.

    Thanks for helping me figure this out! =]
     
  49. Wanzyee

    Wanzyee

    Joined:
    Jul 24, 2015
    Posts:
    135
    I thought it's easier if you can code.
    But oops, according to the weird point 1, it might not a Reflection problem since it "has pasted" the values... = =

    [Edit] Did you mean the plus cursor disappears and it pastes automatically when you're still pressing the mouse?

    I'll check if any potential behavior in my code to cause that.

    If you're willing, could you do me some favor:
    1. Create an empty project to test it again, without any other editor extension plugins.
    2. Try to drag and keep pressing "Ctrl" until dropping in the Inspector, and see how it works.
    Thank you a lot.
     
    Last edited: Aug 15, 2016
  50. mografi_joe

    mografi_joe

    Joined:
    Aug 18, 2015
    Posts:
    14
    1. In a new, empty project I get the same behavior.

    2. Holding "Ctrl" and then letting go over the component I do eventually get a context menu that says 'paste as new' and 'past values to 1st'. I don't ever see the green plus though.
    I also just noticed weird behavior where after dragging for a while, it stops working altogether, even when holding "ctrl", i don't ever get the context menu. But then it starts working again. Not sure what's causing this. ...It looks like after dragging once, it's like it thinks the value has changed even if I hadn't, so then the menu only appears again if i change the game object components values again...even if it was never updated from the copy clipboard.
     
    Last edited: Aug 15, 2016