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Question by jilleJr · Jul 25, 2020 at 12:24 PM · instantiatescriptableobjectscriptable object

Instancing ScriptableObject not saved in assets results in warning message

If I run the following:

 var myObject = ScriptableObject.CreateInstance<MyScriptableObject>();
 var myClone = Instantiate(myObject);

I receive the following warning in the logs (Without stacktrace. Only the following text):

 "No script asset for Test. Check that the definition is in a file of the same name."

It still clones the type correctly. But is there a way I can go without getting this warning message?

Frankly I don't understand what it's complaining about. I can instantiate GameObjects, materials, and whatnot that's not saved as an asset to in my project, but when I do it with ScriptableObjects it complains.


I have currently reverted to storing the myObject among my assets and dragging in the MyScriptableObject reference from there, something like:

 public MyScriptableObject myObject;
 
 private void Awake()
 {
     var clone = Instantiate(myObject);
 }

Which works, but is bit excessive as I only use the MyScriptableObject type for keeping temporary data anyway, and is irrelevant to try configure it via the inspector as it's 100% controlled by other code from my mono behaviours..

Anyone knows anything about this? Kind regards.

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