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 /
This question was closed Jul 15, 2017 at 03:22 AM by Firedan1176 for the following reason:

The question is answered, right answer was accepted

avatar image
0
Question by Firedan1176 · Jul 15, 2017 at 02:37 AM · serializationscriptableobjectcustom editor

Storing and Retrieving Data from a ScriptableObject

I've made a custom editor that generates data and stores it into a ScriptableObject asset that is then saved in the project folder. The information saved looks like:

 [SerializeField] GameObject obj;
 [SerializeField] List<NestedList> list;

I have successfully saved these items into a ScriptableObject. This can be seen using a custom editor that simply exposes the contents of obj and list. I can see the Instance ID of obj, which shows that it has been stored in the asset.

I need to retrieve the data from this ScriptableObject. I have attempted using something similar to:

 MyScriptableObject reference = (MyScriptableObject)Selection.activeObject;

This does not get a reference to the ScriptableObject so I can access the obj and list fields that have been stored.

  1. Is there a way to do this? SerializedObjects?

  2. Is ScriptableObject even the way to go? The only benefit I see right now vs my own asset file type is the ability to have a custom editor for it.

Thank you.

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

  • Sort: 
avatar image
0
Best Answer

Answer by Firedan1176 · Jul 15, 2017 at 03:21 AM

I used Resources.Load<MyScriptableObject>(Selection.activeObject.name) to get my ScriptableObject asset.

However, GameObjects are not being serialized. I will need to make my own interface for that.

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

Follow this Question

Answers Answers and Comments

73 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

Related Questions

"Unbroken Reference" problem when using a custom Editor to Save/Load a ScriptableObject Asset 0 Answers

Serializing a ScriptableObject without creating an asset for it? 2 Answers

ScriptableObject with Custom Editor resetting data in inspector 1 Answer

CustomEditor for an ScriptableObject asset only works after recompile. 1 Answer

How to save sprite color change on custom inspector ? 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