Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Bincredible · Mar 19, 2018 at 06:49 PM · listcustom-inspector

Transform list resetting on play from custom inspector button

I am making a moving platform script which is user friendly and has a way to create waypoints from the inspector before pressing play. these waypoints are put into a list when they are created and when I press play this list is reset back to a count of 0. how do I make it so this list keeps it's content upon play? I will put my scripts below. thanks in advance for any help!

Custom inspector script:

 using UnityEngine;
 using System.Collections;
 using UnityEditor;
 
 [RequireComponent(typeof(MovingPlatform_Manager))]
 
 [CustomEditor(typeof(MovingPlatform_Manager))]
 public class MovingPlatform_Editor : Editor
 {
     string[] movementModeChoices = new [] { "Loop", "Ping Pong" };
 
     public override void OnInspectorGUI()
     {
         DrawDefaultInspector();
 
         MovingPlatform_Manager platformManager = (MovingPlatform_Manager)target;
 
         if(GUILayout.Button("Add Waypoint"))
         {
             platformManager.CreateWaypoint();
         }
 
         if(platformManager.waypoints.Count != 0)
         if(GUILayout.Button("Remove Waypoint"))
         {
             platformManager.RemoveWaypoint();
         }
 
         GUILayout.Label ("Movement Mode:");
         platformManager.MovementModeSelection = EditorGUILayout.Popup (platformManager.MovementModeSelection, movementModeChoices);
 
     }
 }

Moving platform script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEditor;
 
 [System.Serializable]
 public class MovingPlatform_Manager : MonoBehaviour {
 
     private int movementModeSelection;        
 
     public Transform waypoint;                
     public Transform platform;                
 
     public List<Transform> waypoints = new List<Transform>();        
 
     public void CreateWaypoint()
     {
         Transform newWaypoint = Instantiate (waypoint, new Vector3 (0f, 0f, 0f), Quaternion.identity);
         newWaypoint.transform.name = "Waypoint_" + (waypoints.Count + 1).ToString();
 
         waypoints.Add (newWaypoint);
 
         if (waypoints.Count > 2)
             waypoints [waypoints.Count - 1].transform.position = waypoints [waypoints.Count - 2].transform.position;
     }
 
     public void RemoveWaypoint()
     {
         DestroyImmediate(GameObject.Find(waypoints[waypoints.Count - 1].transform.name));
         waypoints.RemoveAt (waypoints.Count - 1);
     }
 
     private void Awake()
     {
         if (waypoints.Count > 1) {
             Instantiate (platform, waypoints [0].transform.position, Quaternion.identity);
         }  else if (waypoints.Count <= 1) {
             Debug.Log ("Not enough Waypoints in the scene.");
         }
     }
 
     private void Update()
     {
 
     }
 
     public int MovementModeSelection
     {
         get{return movementModeSelection; }
         set{movementModeSelection = value; }
     }
 
 }
 




Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by pauldonnelly2018 · Aug 30, 2018 at 10:01 AM

Hope it will be helpful to look here: https://answers.unity.com/questions/1225900/public-variables-set-with-custom-editor-buttons-re.html or otherwise you can delegate this task to term paper writer for the issue to be solved faster.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

77 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

A node in a childnode? 1 Answer

Showing the editors of list elements 0 Answers

Multiple variables in one array element + access them 2 Answers

Custom Inspector; adding to list not getting saved 2 Answers

Show DefaultInspector on child classes in list 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges