Originally Posted by $!nz
Since we are on the topic of UV's I was curious let's say I have one box and I want that boxes uv's to be shared across It's duplicates, but the duplicates aren't unwrapped I just want to unwrap the one how do I assign the Uv's/textures to the other boxes without unwrapping them, is that even possible? Never had to before so I am asking now, if it's easy peezy lemon squeezy hook me up with the answer, a.s.la.p.
Good job on getting It to work for you Flapman, I'll probably be needing It to work for me as well soon but just wanted to ask a quick and hopefully easy to answer question.
If they share the same vert count and order, you can save the UVs from one of them out to a file in the edit UVW unwrap modifier panel, and then load them up. If they have a different vert count, then the UVs won't load, and if they have a different vert order it might be crazy-looking and most likely useless.
You can also attach them all together, and then select the uvs of the unwrapped, right click quad and copy, and then select a single new box, paste (or paste weld), and repeat ad infinitum, and then detach all the boxes at the end. I think you can actually just apply a UVunwrap to a selection of objects rather than needing to attach/detach, but I do this so rarely, because there is a better way...
What I would personally do is center all of their pivots (if they're the same box) apply a new slightly transparent material to the unwrapped boxes, and then create new instances and use the align tool (not quick align) to match the new instances to the position/rotation/scale of the unwrapped boxes, and then right click the transparent material in the editor, select by material, and delete all of those old boxes.
The material shenanigans are just for easy scene management, it lets you make quickly spot which ones you've gotten/missed in the re-instancing, and then ensures you clean up the scene perfectly.
Hopefully one of these solutions works, or else I probably misunderstood the question