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Constant error : SaveSnapshot called without previous call to MakeSnapshot
Hi unity boffins,
I have an editor script that provides both a OnInspectorGUI and OnSceneGUI function that are both trying to support undo via Undo.SetSnapshotTarget. I my case the OnSceneGUI provides Handles.PositionHandle to edit spline control points, while the OnInspectorGUI provides int, float and Vector3 fields to edit various parameters.
My problem is I get a constant error message (as per title) every time I edit one of the PositionHandle gizmos?
It doesn't seem to cause any issues (undo works fine) except cluttering my log console.
If I double click on the error in the log it takes me to the: Vector3 newCp = Handles.PositionHandle( cp, handleRotation ); line of my editor script.
The functions that the error refers (SaveSnapshot and MakeSnapshot) are emanating from Handles.PositionHandle but these seem to be deprecated? or at least they are now internal API and not part of the public API documentation.
Because I have a lot of interdependent code I've quickly made a small example of how I call the undo related functions (this should produce the error). Excuse the code compactness.
There are some questions in the comments of the code too.
Thanks
file: ExampleSpline.cs
using UnityEngine; using UnityEditor; using System.Collections.Generic;
[ AddComponentMenu("Splines/Example Spline") ] [ System.Serializable ] public class ExampleSpline : MonoBehaviour { public List<Vector3> knots = new List<Vector3>(); public int numControlPoints { get { return knots.Count-2; } } public ExampleSpline() { knots.Add( new Vector3(0f,0f,0f) ); knots.Add( new Vector3(1f,0f,0f) ); knots.Add( new Vector3(2f,0f,1f) ); knots.Add( new Vector3(2f,0f,2f) ); knots.Add( new Vector3(2f,0f,4f) ); } public void AddControlPoint() { if ( knots.Count > 1 ) { knots.Add( knots[knots.Count-1] + (knots[knots.Count-1]-knots[knots.Count-2]) ); } else { knots.Add( Vector3.zero ); } } public Vector3 GetControlPoint( int idx ) { return knots[idx+1]; } public void MoveControlPoint( int idx, Vector3 v ) { knots[idx+1] = v; } public void RemoveControlPoint( int idx ) { knots.RemoveAt( idx+1 ); } }
file: Editor/ExampleSplineEditor.cs
using UnityEngine; using UnityEditor; using System.Collections;
[CustomEditor(typeof(ExampleSpline))] public class ExampleSplineEditor : Editor { public ExampleSpline m_target; void OnEnable() { m_target = (ExampleSpline)target; }
public override void OnInspectorGUI() {
Undo.SetSnapshotTarget(m_target,"Modify Spline");
bool splineModified = false;
for (int i=0; i < m_target.numControlPoints; i++) {
EditorGUILayout.BeginHorizontal();
Vector3 CP = m_target.GetControlPoint( i );
Vector3 newCP = EditorGUILayout.Vector3Field( "CP: "+(i+1).ToString(), CP );
if ( CP != newCP ) {
m_target.MoveControlPoint( i, newCP );
}
if ( GUILayout.Button("X") ) {
m_target.RemoveControlPoint( i );
splineModified = true;
}
EditorGUILayout.EndHorizontal();
}
if( GUI.changed || splineModified ){
EditorUtility.SetDirty(m_target);
// Register the undos when something changes
Undo.CreateSnapshot();
Undo.RegisterSnapshot();
}
// Can anyone explain if or why I need to call this here?
Undo.ClearSnapshotTarget();
}
void OnSceneGUI() {
if ( m_target.numControlPoints > 1 ) {
// Is it correct to call this here as well as OnInspectorGUI()?
Undo.SetSnapshotTarget(m_target,"Adjust Spline Handles");
bool splineModified = false;
for (int i=0; i < m_target.numControlPoints; ++i) {
Vector3 cp = m_target.GetControlPoint( i );
Vector3 newCp = Handles.PositionHandle( cp, Quaternion.identity );
if ( cp != newCp ) {
m_target.MoveControlPoint( i, newCp );
splineModified = true;
}
}
// Is GUI.changed relevant inside OnSceneGUI()?
if ( GUI.changed || splineModified ) {
EditorUtility.SetDirty( m_target );
Undo.CreateSnapshot();
Undo.RegisterSnapshot();
}
// Again, do I acutally need to call this?
Undo.ClearSnapshotTarget();
}
}
}
Answer by Dan 23 · Apr 19, 2011 at 10:47 AM
The issue ended up being I needed to make sure all Undo.SetSnapshotTarget came after Handles.PositionHandle calls.
i.e:
void OnSceneGUI() { if ( m_target.numControlPoints > 1 ) { // Moved from here Undo.SetSnapshotTarget(m_target,"Adjust Spline Handles");
bool splineModified = false;
for (int i=0; i < m_target.numControlPoints; ++i) {
Vector3 cp = m_target.GetControlPoint( i );
Vector3 newCp = Handles.PositionHandle( cp, Quaternion.identity );
if ( cp != newCp ) {
// Moved to here
Undo.SetSnapshotTarget(m_target,"Adjust Spline Handles");
m_target.MoveControlPoint( i, newCp );
splineModified = true;
}
}
// Is GUI.changed relevant inside OnSceneGUI()?
if ( GUI.changed || splineModified ) {
EditorUtility.SetDirty( m_target );
// Register the undos when something changes
Undo.CreateSnapshot();
Undo.RegisterSnapshot();
}
// Again, do I acutally need to call this?
Undo.ClearSnapshotTarget();
}
}
Thank you! I was having the same error, but this seems to have fixed it without impacting the ability to undo. Though I still don't understand how it works when SetSnapshotTarget() is called after the handle has (presumably) started editing the object.
Thanks man for clearing this out for me! Seems like unity could use a proper Undo tutorial in order to get all calls at the right time.