Is this only for editing the objects in the editor? If so, then it sounds like prefabs are the way to go; you can directly edit the prefab and all of its 'clones' in the scene will have all changes, including all monobehaviours, transforms, and whatnot replicated to that of the prefab.
If you need this to work at runtime, then you will likely need some code to do this for you. You haven't quite provided enough clarification as to what exactly you want to do, so for the below example I'll assume that you have a gameobject with a mesh or sprite component, and want its size/scale modified alongside all of its "clones";
using UnityEngine;
using System.Collections.Generic;
public class ShapeClone : MonoBehaviour
{
//This will hold references to the other "clone" gameobjects.
public List<GameObject> otherClones = new List<GameObject>();
//All the "clones" in the list otherClones will have their scale matched to this gameobject's scale
public bool leader;
private void Update()
{
if (leader) //Only change other clones' scales if marked as leader, to avoid every single clone
//overriding each other's scale every single frame, which could be rather chaotic
{
for (int i = 0; i < otherClones.Count; i++)
{
//setting each of the other clones' scale to that of this object.
otherClones[i].transform.localScale = this.transform.localScale;
}
}
}
}
The above is a brief example to give you an idea and is by no means extensive, but you should be able to apply it to what you're trying to do; for example, if you wanted to replicate the colour of sprites across gameobjects instead, you can modify otherClones
to be a list of Sprite
references instead, and instead of setting the scale in update, you can set the colour of each of the Sprite components to that of this object.
If you're only needing this functionality in the editor and not during runtime, though - I highly recommend going with the first option using prefabs, as it will give you far more functionality at a fraction of the cost, performance wise.