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Question by Nihao · Oct 26, 2017 at 08:47 AM · editoreditor-scriptingserializationeditorwindowwindow

EditorWindow and serialization of scene objects

Hello, I am struggling trying to get modified data serialized. I have an EditorWindow that accesses a gameobject in the scene and modifies a value on a script attached to it. The script should ideally not have any custom editor, just pure data (e.g. a public float member) specified in its monobehaviour class. What I want, is to serialize the modified value to the object in scene every time the data has been changed.

The following snippet works; as in that the data is being modified when I drag the slider in the editor window but the data is not being serialized into the object. For example, Undo.RecordObject will not recognize any changes and will not create any undo action (since there's no serialized diff).

In a desperate attempt to solve this, I have tried various options with calling serialization methods after the data has been modified but to no avail. I just can't get it to properly serialize. Methods I tried:

 EditorUtility.SetDirty(test);

And/Or

 SerializedObject serializedObject = new UnityEditor.SerializedObject(test);
 serializedObject.Update();
 serializedObject.ApplyModifiedProperties();

And/Or

 EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());


The snippet:

 // omitted imports
 
 public class EditorWindowSerialization : EditorWindow
 {
     private WindowSerialization test;
     private float myFloat = 0f;    
 
     // omitted standard Init() function 
 
     void OnEnable()
     {
         test = GameObject.Find("Test").GetComponent<WindowSerialization>();
     }
 
     void OnGUI()
     {
         var origValue = test.test;
         test.test = EditorGUILayout.Slider("Slider", test.test, -3, 3);
 
         // here's why I tried forcing to serialize the object data to no avail
 
         if (origValue != test.test) 
             Undo.RecordObject(test, "Test has changed");
     }
 }

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