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Question by carrasad · Apr 09, 2019 at 05:18 PM · editor-scriptingsavemenuitemdoesnt

Editor Script does not save changes

I have created an Script to connect the tiles that are near in my game. It works when I'm working on the editor but when I run the game or close the program, all the changes are erased. How to save the changes?

 using UnityEngine;
 using UnityEditor;
 public class ConnectTilesButton
 {
     [MenuItem("Utils/Connect Tiles")]
     public static void ConnectTiles()
     {
         Tile[] tiles = Resources.FindObjectsOfTypeAll<Tile>();
 
         for (int i = 0; i < tiles.Length; i++)
         {
             Undo.RecordObject(tiles[i], "removeTile");
             tiles[i].PositionsConected.Clear();
         }
 
         for (int i = 0; i < tiles.Length; i++)
         {
             Undo.RecordObject(tiles[i], "addTile");
             for (int j = 0; j < tiles.Length; j++)
             {
                 if (tiles[i] != tiles[j] || tiles[i].PositionsConected.Contains(tiles[j]))
                 {
                     if (Vector3.Distance(tiles[i].gameObject.transform.position,     tiles[j].gameObject.transform.position) <= 1.1f)
                     {
                         Undo.RecordObject(tiles[i], "addTile");
                         tiles[i].PositionsConected.Add(tiles[j]);
                     }
                     else
                     {
                         Undo.RecordObject(tiles[i], "removeTile");
                         if (tiles[i].PositionsConected.Contains(tiles[j]))
                             tiles[i].PositionsConected.Remove(tiles[j]);
                     }
                 }
             }
         }
     }
 }
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avatar image RobAnthem · Apr 09, 2019 at 06:44 PM 0
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$$anonymous$$ake sure to set the objects as Dirty with EditorUtility.SetDirty() and then at the end, call to the AssetDatabase.SaveAssets() function

avatar image carrasad RobAnthem · Apr 09, 2019 at 07:25 PM 0
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You meen like this? It's not working too.

     for (int i = 0; i < tiles.Length; i++)
     {
         EditorUtility.SetDirty(tiles[i]);
         Undo.RecordObject(tiles[i], "addTile");
         for (int j = 0; j < tiles.Length; j++)
         {
             if (tiles[i] != tiles[j] || tiles[i].PositionsConected.Contains(tiles[j]))
             {
                 if (Vector3.Distance(tiles[i].gameObject.transform.position, tiles[j].gameObject.transform.position) <= 1.1f)
                 {
                     Undo.RecordObject(tiles[i], "addTile");
                     tiles[i].PositionsConected.Add(tiles[j]);

                 }
                 else
                 {
                     Undo.RecordObject(tiles[i], "removeTile");
                     if (tiles[i].PositionsConected.Contains(tiles[j]))
                         tiles[i].PositionsConected.Remove(tiles[j]);

                 }
             }
         }
     }
     AssetDatabase.SaveAssets();

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Answer by Rivomist · Sep 25, 2019 at 11:45 AM

I might be a bit late with answer, but in case some1 also will face same problem, you should firstly serialize object that you want to make changes on:

     var serialisedObj = new SerializedObject(objectYouWantToChange);
     //finding property you want to modify, in this case its vector3, 
     //could be either all custom classes
     serialisedObj.FindProperty("myVectorPropertyToModify").vector3Value = newValue;
     //will apply all changes to your object in scene
     serialisedObj.ApplyModifiedProperties();

Hope it will help someone

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avatar image visca_c · Feb 10, 2021 at 08:34 PM 0
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Thanks for the answer! This works! For those who are working with their own type, objectReferenceValue is the one to use.

   serialisedObj.FindProperty("variableName").objectReferenceValue

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