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Copy file name to clipboardExpand all lines: README.md
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# What are (runtime) presets?
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Presets are a way to store a components values to an asset file, that can be reapplied to other components either in the [editor](https://docs.unity3d.com/Manual/Presets.html) or by [scripting](https://docs.unity3d.com/2018.2/Documentation/ScriptReference/Presets.Preset.html).
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Presets are a way to store a components values to an asset file that can be reapplied to other components either in the [editor](https://docs.unity3d.com/Manual/Presets.html) or by [scripting](https://docs.unity3d.com/2018.2/Documentation/ScriptReference/Presets.Preset.html).
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Presets have one downside though: They are placed in the `UnityEditor` namespace and can therefore not be used in your compiled game. Loading presets at runtime is unfourtunately not possible. This plug-in intends solve this problem.
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Runtime presets an alternative to the Unity presets by storing components as prefabs that can then be reapplied at runtime. Using runtime presets is nearly identical to using the default Unity presets:
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Runtime presets are an alternative to the Unity presets by storing components as prefabs that can then be reapplied at runtime. Using runtime presets is nearly identical to using the default Unity presets:
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```csharp
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publicclassApplyPreset : MonoBehaviour
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## Creating a runtime preset
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Open the gear menu  on any component in a prefab or scene and click `Create Runtime Preset`.
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Open the gear menu  on any GameObjects component and click `Create Runtime Preset`.
The plug-in will then create the preset in the `Assets` folder. A newly created preset will always have the default name `New Preset`. Rename it after creation to prevent it from being overwritten.
The preset is simply an prefab with a copy of your selected component. It also has an additional component called `Preset`. Keep this in mind as we'll need it in the next step.
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The preset is simply a prefab with a copy of your selected component. It also has an additional component called `Preset`. Keep this in mind as we'll need it in the next step.
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