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Question by raithza · Jan 11, 2016 at 11:30 AM · script.inspectorcomponent

What happened to conveniently replacing component scripts in the inspector?

Image to illustrate:

5.2.1

Note that the "Limb" script is greyed out where I've circled it in red. In previous versions of Unity, you'd be able to drag a script that derived from Limb over this one and it would keep all the corresponding values set up. As far as I can tell, I'd have to remove "Limb" and readd my derived script to the object. This example is simple but for complex components re-setting up ALL the variables manually is a lot of time consuming work, not to mention external references that will be lost. Surely there's another simple way to do this now?

EDIT: you can switch to debug mode and still do this, but why the change?

cym3kkkwyau1jw5.jpg (19.5 kB)
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avatar image Fattie · Jan 11, 2016 at 12:27 PM 0
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"you'd be able to drag a script that derived from Limb over this one and it would keep all the corresponding values set up" did not know that, thanks!

avatar image Fattie · Jan 11, 2016 at 03:42 PM 0
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excellent question from a new user. I sent you a "reward point"! :)

avatar image Fattie · Jan 11, 2016 at 03:45 PM 0
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Whoa - that is an amazing coincidence. I had exactly 30,000 points, literally that number, when I gave you a point. Enjoy! :)

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Answer by Bonfire-Boy · Jan 11, 2016 at 12:12 PM

Not tried it myself but I remember someone saying that changing to Debug mode (from the drop-down next to the padlock icon at the top of the Inspector pane) re-enables the script field.

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avatar image raithza · Jan 11, 2016 at 01:02 PM 0
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Yep, that works, thanks!

avatar image Bonfire-Boy raithza · Jan 11, 2016 at 02:12 PM 0
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Good to hear it. In answer to your follow-up question, I also was surprised that they felt a need for such a change. Perhaps they'd had lots of reports from people who'd lost stuff after changing scripts accidentally.

avatar image v01pe_ · Mar 15, 2016 at 05:29 PM 0
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WOW! This saved my life today! Thanks and yes it works, also for prefabs and the object that instantiate it! All references (also for events) stayed intact!

avatar image Mikael-H · Aug 08, 2017 at 05:53 AM 0
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O$$anonymous$$G! I've been with the engine since 3.X and have been missing this since then. I had no idea I could just switch to debug mode and have it working like it used to. I feel like such an idiot now! A very happy idiot though :D Now it will be sooo much easier getting my DLL components working!

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