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Question by Cecicosta · Oct 09, 2017 at 12:36 PM · serializationscriptableobjectcustom editorcustom-inspector

Unity3D ScriptableObject with UnityEvent not saving event parameter

I have a ScriptableObject container which I show on a custom editor as a node of a graph. The container also has a custom inspector, with another ScriptableObject called Action on it, besides other fields.

My problem is: The Action has a UnityEvent. When I set the object and the method to be called by the event, it persists with no problem, but when I put some parameter to the method, the parameter do not persists. Only if after changing the parameter, I change the method to other with the same parameter and them change it back. I guess by doing that I force some kind of serialization.

How this structure is used: Custom editor on unity: It shows some nodes and the fileds on inspector respective to one of the nodes.

EDIT:

That is the code of the my Action class that has the UnityEvent:

 [System.Serializable]
 public class UnityEventAction : ToolKitAction {
 public UnityEvent onInteractionTrigged;

 public override void Execute( GameObject dialogController ){
     onInteractionTrigged.Invoke();
 }

This is the ScriptableObject it extends:

 [System.Serializable]
 public class ToolKitAction:  { public virtual void Execute(GameObject 
 gameObject) { } 
 }


The class that contains this object:

 [System.Serializable]
 public class Interaction {

 private enum State{ ACTIVE, INACTIVE }; 
 private State state = State.INACTIVE;

 public int interactionId;
 [SerializeField]
 public ToolKitAction tkAction;
 ...
 }

A ScriptableObject that works only as a container for the Interaction, which represents the node of the editor.

 public class InteractionContainer: ScriptableObject{
 public Interaction interaction;
 }

The class of the Custom Inspector for this container:

Custom Inspector

The class of the Custom Editor that creates the node editor:

Custom Node Editor

ss00.png (48.2 kB)
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