C# Initialization Patch Generator
When building procedural level generators, dynamic spawn scripts, or script-driven weapon setups, tweaking values in the Inspector is only half the battle. You still need to manually write those numbers into C# source code. PlaySync Pro’s C# Patch Generator converts runtime tweaks into clean C# syntax with one click.
Table of Contents
Generating Code from Play Mode Tweaks
- Open
Tools > ByteLura > PlaySync > PlaySync Studio. - Navigate to the C# Patch Gen tab.
- Select your target modified GameObject from the hierarchy tree.
- The generator immediately produces formatted C# assignment snippets:
// Auto-generated initialization patch by PlaySync Pro:
// Target: Modify Me (Cube) -> Transform & BoxCollider
// --- Transform Setup ---
transform.localPosition = new Vector3(-3.56f, 2.27f, 0.98f);
transform.localRotation = Quaternion.Euler(-0.01f, -0.02f, 0.02f);
transform.localScale = new Vector3(1.0f, 1.0f, 2.64f);
// --- BoxCollider Setup ---
BoxCollider boxCollider = GetComponent<BoxCollider>();
if (boxCollider != null)
{
boxCollider.size = new Vector3(1.0f, 1.0f, 1.2f);
boxCollider.center = new Vector3(0.35f, 0.0f, 0.0f);
}
Supported Types & Formatting
The patch generator produces clean, standard C# formatting for all common Unity structures:
| Data Type | Generated C# Code Example |
|---|---|
Vector2 / Vector3 / Vector4 | new Vector3(1.25f, 4.5f, -8.0f) |
Quaternion / Euler Angles | Quaternion.Euler(0.0f, 45.0f, 0.0f) |
Color / Color32 | new Color(0.25f, 0.75f, 1.0f, 1.0f) |
AnimationCurve | new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f, 1f)) |
Enum Values | WeaponFireMode.BurstThreeRound |
Primitive Types (float, int, bool, string) | speed = 14.5f; isActive = true; |
Quick Clipboard Actions
- Copy Single Property: Click the small clipboard icon next to any property row in the live diff tree.
- Copy Full Component Block: Click Copy Component Patch to grab initialization logic for all properties on a single component.
- Copy Full GameObject Setup: Generates an entire
void InitializeEntity()method template ready to paste into your procedural script.
Pro Tip: You can also right-click any Component header in the Unity Inspector and select
PlaySync > Copy Values as C# Code Patch.