Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
2 captures
12 Jun 22 - 14 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 /
  • Help Room /
avatar image
0
Question by Aweyeahs · Apr 25, 2017 at 02:28 PM · scripting problemeditor-scriptingserializationscriptableobjectcustom editor

ScriptableObject not Serializing?

Hello, I am relatively new to Unity and I am trying to create a simple top-down shooter where gun assets can be easily created with different behaviours (e.g. different projectiles, alt-fires, reload mechanics, etc.) by referencing a script that defines each behaviour.

I created a Custom Editor for a GunObject class which should allow you to select a C# script (MonoScript) which then creates an instance of a FireBehaviour class (derives from ScriptableObject) which defines the general behaviour. The Editor then display the fields of that script to allow you to tweak the behaviour.

It works perfectly fine until I press the Play button or select a different target for the Inspector, which causes the information displayed in the Inspector is reset. What little I know about Serialization leads me to believe that the FireBehaviour instances aren't being serialized despite deriving from ScriptableObject but it could be any number of other issues.

Here is the GunObject class:

 using UnityEngine;
 using UnityEngine.Events;
 using System.Collections;
 using UnityEditor;
 
 [CreateAssetMenu()]
 public class GunObject : ScriptableObject {
 
     public FireBehaviour behaviour;
 
 
     public void Act() {
         if (Input.GetButton ("Primary Fire")) {
             behaviour.PrimFire ();
         }
         if (Input.GetButton ("Alt Fire")) {
             behaviour.AltFire ();
         }
         if (Input.GetButton ("Reload")) {
             behaviour.Reload ();
         }
     }
 }

The FireBehaviour class:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class FireBehaviour : ScriptableObject {
 
     public virtual void PrimFire () {}
     public virtual void AltFire () {}
     public virtual void Reload () {}
 
 }

A subclass of FireBehaviour:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ConventionalBehaviour : FireBehaviour {
     public GameObject projectile;
     public float accuracy;
     public int clipSize;
 
     public override void PrimFire () {
         //Shoot Bullet forward
         Debug.Log("Bang!");
     }
     public override void AltFire () {
         //Aim down sights
     }
     public override void Reload () {
         //Reset clipSize
     }
 
 }

And the Custom Editor:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEditor;
 
 [CustomEditor(typeof(GunObject))]
 public class WeaponScriptEditor : Editor {
     private SerializedProperty behaviour;
     private MonoScript behaviourScript;
 
     public void OnEnable() {
         behaviour = serializedObject.FindProperty("behaviour");
     }
 
     public override void OnInspectorGUI() {
         serializedObject.Update ();
 
         FireBehaviour b=null;
     
         behaviourScript = (MonoScript)EditorGUILayout.ObjectField ("Fire Behaviour", behaviourScript, typeof(MonoScript), false);
 
         if (behaviourScript != null && behaviourScript.GetClass ().IsSubclassOf (typeof(FireBehaviour))) {
             b = (FireBehaviour)ScriptableObject.CreateInstance (behaviourScript.GetClass ());
             Editor editor = Editor.CreateEditor (b);
 
             EditorGUILayout.LabelField ("Fire Behaviour Editor:");
 
             editor.OnInspectorGUI ();
 
             AssetDatabase.AddObjectToAsset (b, target);
             behaviour.objectReferenceValue = b;
 
         } else {
             EditorGUILayout.LabelField ("Script must derive from FireBehaviour!");
         }
 
         serializedObject.ApplyModifiedProperties();
     }
 }

I would really appreciate any advice since it feels like I've been banging my head against the wall all day! Thanks.

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

0 Replies

· Add your reply
  • Sort: 

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

139 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 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

Unity3D ScriptableObject with UnityEvent not saving event parameter 0 Answers

SerializedObject asset loses data when pressing play 1 Answer

ScriptableObjects inside another ScriptableObject not saving changes in Custom Editor Window 0 Answers

Question on SerializeField? 1 Answer

How to write a Story Event System with ScriptableObjects? 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