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Question by tessellation · Feb 28, 2016 at 11:02 AM · c#assetsqualitysettings

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.

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avatar image YoYoYoYo_111_PiPi · Oct 25, 2016 at 02:58 PM 0
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Have you found a solution to this? I have a similar problem.

avatar image ragnaros100 · Oct 25, 2016 at 03:08 PM 0
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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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