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Question by ryanmillerca · Jan 15, 2018 at 05:59 PM · inspectoreditor-scriptingserializationeditorguiundo

BeginChangeCheck & EndChangeCheck not working?

I can't seem to get EditorGUI.BeginChangeCheck() and EditorGUI.EndChangeCheck() to properly save changes made to a EditorGUILayout.Popup(). Here's my block of code, running inside OnInspectorGUI() of a Custom Editor.

 EditorGUI.BeginChangeCheck();
 useTextBank.selectedBank = EditorGUILayout.Popup(useTextBank.selectedBank, useTextBank.textBank.bankSets [0].textItems.ToArray());
 if (EditorGUI.EndChangeCheck()) {
     useTextBank.RefreshText();
     Undo.RecordObject(useTextBank, "Select TextBank");
 }

I'm trying to match the usage defined here: https://docs.unity3d.com/ScriptReference/EditorGUI.BeginChangeCheck.html but the modified object doesn't not save with scene/prefab after modifying it's popup in the inspector, nor does an Undo entry get created. I'm using Unity 5.6.4.

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avatar image ryanmillerca · Jan 15, 2018 at 06:13 PM 0
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I know I can manually track if the value was changed with a temp variable, but I was under the impression BeginChangeCheck() was supposed to take care of that.

avatar image SarfaraazAlladin · Jan 15, 2018 at 06:40 PM 0
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Is it possible to record selectedBank ins$$anonymous$$d of useTextBank?

Edit Also, ins$$anonymous$$d of Record Object, you could try using Register Complete Object Undo or even Register Full Object Hierarchy Undo.

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Answer by Adam-Mechtley · Jan 15, 2018 at 08:05 PM

I don't have all the context here, but from the looks of it I think the problem is that you are not using Undo.RecordObject at the right time. Per the documentation, you should call it before you make changes, and it looks here like you are calling it after.

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avatar image ryanmillerca · Jan 15, 2018 at 09:41 PM 0
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Thanks - that was the problem! Still have to use a temp variable (as in that example) but I suppose that's just how it has to work.

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