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Question by MrRightclick · Mar 02, 2016 at 09:52 AM · scripting problemvariableeditor-scriptingvariablesmenuitem

Variables modified on other scripts through a Editor Script reset on Play?

First time dabbling with editor customization. I have a simple script that adds a Tools dropdown item to the top toolbar of Unity, and in this script I have a menu item that should

  1. Find an ID script on the selected transforms in the scene

  2. Change the ID on each script to a flowing int number (so our level designer doesn't have to change them by hand on 20+ items)

Here's the part of the script that does this:

 public class MenuItemTools {
         [MenuItem("Tools/Change scrap IDs #&c")]
         private static void ChangeScrapIDs() {
             Transform[] transforms = Selection.transforms;
             foreach (Transform t in transforms){
                 s_scrapController sc = t.GetComponent<s_scrapController>();
                 if (sc != null) {
                     sc.scrapID = flowingScrapID;
                     flowingScrapID++;
                 }
             }
         }
 }

The field I need changed is just an int field in the script found on the transform

     public int scrapID;

alt text

Everything works fine until I press Play and all the modified IDs reset to their originally set values. I'm guessing this has something to do with serialization and how the Play button and transition from Scene to Game work, but I've got no idea what I should be looking for here.

Searched for a while, found answers with suggestions to SerializableField and EditorUtility.SetDirty() but sadly these did not work.

scrabe.png (13.0 kB)
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Answer by Masterio · Mar 02, 2016 at 07:08 PM

Try set dirty for whole gameObject.

 if (sc != null) {
                  sc.scrapID = flowingScrapID;
                  flowingScrapID++;
                  EditorUtility.SetDirty(gameObject);
              }
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avatar image MrRightclick · Mar 03, 2016 at 08:53 AM 0
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Won't work because the editor script is not a $$anonymous$$onobehaviour. I've tried setting the modified transforms and their gameobjects Dirty (EditorUtility.SetDirty(t); and EditorUtility.SetDirty(t.gameObject);) but this did not help either.

Also I read on the Unity scripting API that SetDirty is about to be deprecated anyway.

EDIT: Thank you for the answer though!

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