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Why does AssetDatabase.SaveAssets() overwrite QualitySettings?
I'm creating an asset from a ScriptableObject within my script in the Unity Editor when the game is playing. Right after in the script I call AssetDatabase.SaveAssets() to save the new asset to a file. The problem is, the QualitySettings.asset will also get written out and will usually change (all platforms get a quality setting of zero). This is quite annoying as the QualitySettings file has to be constantly reverted/repaired. I don't think our scripts are changing any of the quality settings during play.
Have you found a solution to this? I have a similar problem.
This sounds like a bug. You should report it to the folks at unity.. These two features should be very much seperated and shouldn't be messing with eachother. Find a way to reliably replicate the problem and report it. That's my reccommendation
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