Last active
April 18, 2024 03:04
-
-
Save mattatz/1c039dce5ef251dcef7b628c878bea32 to your computer and use it in GitHub Desktop.
CopyComponent by Script for Unity
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Linq; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Reflection; | |
using UnityEngine; | |
namespace Utils | |
{ | |
// http://answers.unity3d.com/questions/458207/copy-a-component-at-runtime.html | |
// http://stackoverflow.com/questions/10261824/how-can-i-get-all-constants-of-a-type-by-reflection | |
public class ComponentUtil | |
{ | |
public static T CopyComponent<T>(T original, GameObject destination) where T : Component | |
{ | |
System.Type type = original.GetType(); | |
var dst = destination.GetComponent(type) as T; | |
if (!dst) dst = destination.AddComponent(type) as T; | |
var fields = GetAllFields(type); | |
foreach (var field in fields) | |
{ | |
if (field.IsStatic) continue; | |
field.SetValue(dst, field.GetValue(original)); | |
} | |
var props = type.GetProperties(); | |
foreach (var prop in props) | |
{ | |
if (!prop.CanWrite || !prop.CanWrite || prop.Name == "name") continue; | |
prop.SetValue(dst, prop.GetValue(original, null), null); | |
} | |
return dst as T; | |
} | |
public static IEnumerable<FieldInfo> GetAllFields(System.Type t) | |
{ | |
if (t == null) | |
{ | |
return Enumerable.Empty<FieldInfo>(); | |
} | |
BindingFlags flags = BindingFlags.Public | BindingFlags.NonPublic | | |
BindingFlags.Static | BindingFlags.Instance | | |
BindingFlags.DeclaredOnly; | |
return t.GetFields(flags).Concat(GetAllFields(t.BaseType)); | |
} | |
} | |
} | |
when copy MeshRenderer, original and destination material will instante; this changed original`s property.
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
The field copy part clobbers most internal components of Unity, e.g. when copying an AudioSource.
This doesn't immediately show because the code disallows for multiple components; if it allowed multiple components to be added, you will see the problem.
Repro: Remove line 21 and try to clone a component (eg AudioSource) 20 times. It will show up erratically in the Inspector, and if you change one of its serialized properties (e.g. AudioClip), it will change in the copies as well.