Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 /
avatar image
0
Question by CiberX15 · Sep 25, 2021 at 08:33 PM · editoreditor-scriptingcustom editorcustominspector

Why is Editor not persisting programmatic changes even when using EditorUtility.SetDirty()

Ok I have an editor script. It loops through all the doors in my level and assigns them unique ID's. Now, I know that changes made by script need to be regiestered so they are correctly saved so I am using both EditorUtility.SetDirty() and Undo.RegisterCompleteObjectUndo(). Originally I was just using the undo one but it wasn't saving so I added the SetDirty(). Now here's where things are breaking. When I run the command, the little * correctly appears at the top of the unity window indicating that the editor knows something has changed. Then I hit save, and the star goes away as expected. Then when I reload the scene, all of the changes are reverted!

What am I doing wrong? I thought registering the undo or calling set dirty was all I had to do to persist the change.

My Code:

 #if UNITY_EDITOR
 [CustomEditor(typeof(DoorManager))]
 [CanEditMultipleObjects]
 public class DoorAssignerEdtiro : Editor
 {
     public override void OnInspectorGUI()
     {
         DrawDefaultInspector();
         GUILayout.BeginVertical();
 
         if (GUILayout.Button("Assign IDs"))
         {
             DoorOpener[] Doors = GameObject.FindObjectsOfType<DoorOpener>();
             for (int i = 0; i < Doors.Length; i++)
             {
                 EditorUtility.SetDirty(Doors[i].gameObject);
                 Undo.RegisterCompleteObjectUndo(Doors[i].gameObject, "Updating Door ID");
                 Doors[i].DoorID = System.Guid.NewGuid().ToString();
                 Debug.Log(Doors[i].DoorID);
             }
 
             //Validate
             for (int i = 0; i < Doors.Length; i++)
             {
                 for(int j = 0; j < Doors.Length; j++)
                 {
                     if(i != j && Doors[i].DoorID == Doors[j].DoorID)
                     {
                         Debug.LogError("Doors " + Doors[i].name + " and " + Doors[j].name + " Have matching IDs!");
                     }
                 }
             }
 
             Debug.Log(Doors.Length + " Door Id's Assigned");
         }
 
         GUILayout.EndVertical();
     }
 }
 #endif
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

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by CiberX15 · Sep 25, 2021 at 08:44 PM

Well... I feel stupid. Figured it out. I was doing:

EditorUtility.SetDirty(Doors[i].gameObject);

when I needed to be doing

EditorUtility.SetDirty(Doors[i]);

The parameter is a Unity.Object, not a GameObject like I thought it was. So I needed to supply it with the component that was actually being changed.

Comment
Add comment · Share
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

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

177 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 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

Change texture import settings by script 0 Answers

Custom editor script for folders? 1 Answer

Custom Editor Access to Scene Objects Variables (in the same way as UnityEvents) 1 Answer

Is there any way to create folders in the heirarchy to group objects? 1 Answer

How can i get SerializedProperty from UnityEvent which in List. Sorry for my Eng. 2 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