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Question by ChrisIceBox · Dec 02, 2020 at 03:30 PM · scriptableobjecteventsserializedpropertyserializedobject

Can UnityEvent data be transferred to/from a ScriptableObject?

For somewhat convoulted reasons, I'm trying to create a custom Inspector for a UnityEvent without accessing it directly via SerializedObject.

Other answers on the forum all suggest this is the only way to go about it, so I'm wondering if it's possible to temporarily create a ScriptableObject, copy the event data into it, expose it in the GUI, then transfer it back.

This worked when testing with a simple integer:

 public class MyClass
 {
     public int myInt;
 
     public void ShowGUI ()
     {
         MyScriptableObject mySO = ScriptableObject.CreateInstance <MyScriptableObject>();
         var serializedObject = new SerializedObject (mySO);
         SerializedProperty myProperty = serializedObject.FindProperty ("tempInt");
 
         myProperty.intValue = myInt;
         EditorGUILayout.PropertyField (myProperty, true);
         myInt = myProperty.intValue;
 
         DestroyImmediate (mySO);
     }
 
     private class MyScriptableObject
     {
         public int tempInt;
     }
 
 }

Though, things didn't work so well when trying to do the same thing with a UnityEvent variable. I've been trying to manually extract the object/method referenced in each listener, but I can't seem to detect when the user has created an event (clicking '+') in order to store a new object/method pair.

Here, the Debug.Log statement always returns 0:

 public class MyClass
 {
     public UnityEvent myEvent;
 
     public void ShowGUI ()
     {
         MyScriptableObject mySO = ScriptableObject.CreateInstance <MyScriptableObject>();
         var serializedObject = new SerializedObject (mySO);
         SerializedProperty eventProperty = serializedObject.FindProperty ("tempEvent");
 
         int numEvents = unityEvent.GetPersistentEventCount ();
         for (int i=0; i<numEvents; i++)
         {
             Object target = unityEvent.GetPersistentTarget (i);
             eventProperty.GetArrayElementAtIndex (i).FindPropertyRelative ("m_Target").objectReferenceValue = target;
 
             string method = unityEvent.GetPersistentMethodName (i);
             eventProperty.GetArrayElementAtIndex (i).FindPropertyRelative ("m_MethodName").stringValue = method;
         }
 
         EditorGUILayout.PropertyField (eventProperty, true);
         serializedObject.ApplyModifiedProperties ();
 
         numEvents = eventProperty.CountInProperty () - 1;
         Debug.Log (numEvents);
 
         // Todo: Apply tempEvent values back to myEvent
 
         DestroyImmediate (mySO);
     }
 
     private class MyScriptableObject
     {
         public UnityEvent tempEvent;
     }
 
 }

Is this even possible, or am I hideously overthinking things?

Thanks!

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